Transcripts
1. 001 The course Intro video: Hello friends. My name is Marwan Hussein and
I would like to welcome you to this
amazing course. And this course we're
going to learn how to create the Tesla Cybertruck. From start to
finish this course, we're going to learn Modeling, Materials, Rendering,
and Rigging as well. The modeling section,
I'm going to care about all the details
of this truck. I gathered a lot of
images from the Internet and together we will put
everything in the correct place. And when it comes to a Rigging, we don't to rig this
vehicle and make it ready in case you
want to animate it. We going to rig the front
wheels, the suspensions. If you want to drive to it. We're going to add
controllers for that. We're going to create a
control for the cargo carrier. This course will be phon and
filled with information. I hope you'll like it and I hope you'll join me today
to learn something new and to learn together how to create
this amazing truck. My name is Mark Hussein
and see you inside
2. 002 Before you start: Hello everyone and welcome back. Before you start, I just
want to mention something. In the last section, I
will leave folder there. I will call it, for
example, project folder. Inside this folder you will
find that Blueprints images and the texture and the 3D model and the reference
images as well. Find something similar
to what do I have here. You can open the
Blueprints image images. I have two type of
Blueprints images. These images, I will
use its the course, these images, and I have Blueprints images
for my final result. The result of the course. These images,
Blueprints, number two, it's more accurate for you. So it's my advice
to to use them. If you want to use those, It's okay. It's up to you. Here. We have a ticket secure
folder and satisfy folder. I have this tire tread Castro, and HDRI image here. I have the 3D model and I have the images that reference images here inside this tool is
called the Bureau of tool. If you open this tool, I guess Geico, this way, this for this truck, because
I have a lot of images here. Alright, as you can see here, we have all the images,
the reference images. I will do this images to be just to create this Cybertruck. Tesla. Cybertruck. All of these images.
Aside, one tool is called pure rough. Just going to show you how
to download this tool. Before I show you
how to download it, just kinda tell you how, how important this tool is. You can navigate the images. And the easiest way, as you can see here, if
you want to zoom, you just double-click
on the image and double-click to
bring this back and choose whatever image you can move me around to scale image. I feel like you can't
grab a group of images and scale them if
you prefer it rotate them. You can do a lot of things. Okay? And you can drag and drop images from the
Internet directly to the tool. The tool will download it
for you automatically. It's very, very handy tool. I advise you to download it. It's a free if you
wanted to get for free. And I just kinda show
you how can you do that? Let's take this out. This is where their websites, pure of.com, just go to, just go to the
download section here and choose your operation. Check what's operating
system you have chosen here. And then if you want
to pay for them, you can be, if you want
to get it for free, just go to the customer mount
and add zero right here. And you can download
this tool for free. And it's so let's in
your, in your calculator. And yeah, that's it. If you are beginner to Blender and you want to learn
something here, you can go to don't put all my website is
called Marwan period or.com and then go to
the school section here. I got a free material here, you can kick them out. Instead, the school section, I got all of these
Materials for a free. For example, here we have fold course how to create
iPhone 13 and products. If Blender, tips and tricks here we have full
course for free. And here we have
Blender from ground up. This is not a full course. This other parts of paid course, but here we got
some nice material. If you want to learn. I will share with you the
fundamentals of software. You can watch all of
these videos before you. Start with Tesla
Cybertruck course are the I guess that's
it for this video. And see you in the next one.
3. 003 Adding the reference images: Hello everyone. Marwan Hussain is here and
welcome to this video. Alright. How can we create Tesla
cyber truck vehicle? The first thing that we
need to do is we need to gather images from Google or Pinterest and put them in
one place, like pure ref. The tool that I'm
using right now is called pure ref. Pure ref. You can use it to put
images like this or put them and control them and proud to them very smoothly. For example, if I want
to frame this me just, I need to hit double-click on it and it will be
framed automatically. I need this one,
double-click on it. And it's very
beautiful tool to use. And it will be always on top. That's been if I use Blender
and now I can work with the Blender and this tool
will be always on top. I can scale it, make it small, like this, make it move it. Maybe I can birthright here
and work for any reason. If I want to use any
tool right here, I can use it and move it. This is very handy
and beautiful. So first thing you need to
do is download pure rough. Alright, just go
to their website, PRF for.com and you should find the tool that will load
pattern to download it. And if you want to support them, you can support them
and buy it if you like. If you don't want to bite,
you don't have anybody. You can download for free. Alright, so let's see how can start creating
the Cybertruck. Okay, first thing we need to gather images from the Internet. As I said, we need
to study the car, see the details, see the edges. How can we create from where and where's
the difficult part? Whereas the easy part,
something like this. Just keep watching the details and make your eyes
familiar with a vehicle. Here we have elon Musk
above the above the truck. Alright, here we have
the wheel and the tire. We got a lot of challenge here. Creating the tire. It's not so quite easy. We have a lot of details here. And the, in general, we can say creating this vehicle is a bit easy
but not so quite easy, okay? Alright. Alright,
download pure ref and I will learn all
of these images. Or maybe I can give you
the pure filed by the way, I can give you my results. Alright? And you could find it somewhere. I will put it maybe underneath this video or maybe in an project folder or
something like this. Okay. So yeah, let's get started. First thing we need to do, we need to bring images,
reference images. Because reference
images will help us to create a car and
easily we need to find Eggers are some guide to follow and that's will
make the process of creation this vehicle easier. So what I like to do
is delete everything. Most of Blender users delete
every thing in the scene, so hit X to delete those. And what else we need to do? We need to bring that
reference images. Okay? I will make the
pure of small like this. Okay? Something like this. And let's put this
right here for now. Let's go to the folder. I will provide these
images with the course. You can open them
and see the details. Right? So I will use these images. Alright, so we have front, left, right, top back. Let's see how can we put these images inside,
inside Blender. Okay, I will start
with the front first. Let's go to front view. If you want to switch
to front view, you will need to use
the numpad numbers. You just need to
hit number one from that I'm bad and go to front. And by the way, just need
to mention something. If you will not have a
knowledge. Power to Blender. If you are new here, you don't know how
to use the software. You got some problem. I got a full course
talking about Blender from From, let's say from zero, alright, from a to Z. Okay? The title Blender
from ground up. You can find this
course on Udemy. I added right there and on my website I heard free
version of my course. Just a few, some
videos from my course. You can watch them in my, you can watch them
on my website. Okay. So check that if you
don't know anything about Blender, alright, cool. Alright, let's go to France. As I said, you can hit number
one from the number to jump to front view
or if you like, we can, you can go to View and then to view board
and choose France. Alright. And then let's bring the images. Alright, grab the front click and drag and width right here. Drop it right here. Alright, so I need to put
in the center right here, my image now become
right here in this area. So how can we do that? Just click on the image and then hit Alt V to reset its parts. Before I hit anything, I just need to activate screencast key so you can
see what I'm pressing. Okay, So let's see
how can we move this. Alright, to the right,
Maybe the left. I will use this. I will add one here just
to bring the mouse. And here we have
an options of C. Cool, I will move my mouse. And what's right here? Maybe. Now whatever pattern I praise, if I hit left-click, right-click, middle mouse,
you can see everything. And even for the patterns
in the keyboard, whatever think I press, you can see it. Okay. Alright, now let's get started. Let's go back to fonts
and crop the image. To reset it, you
just hit Alt key. That's will reset the transform. That's four sets the position. And it will bring the
image exactly the center. And that's what we want
to speak here for. Something. Don't put the image
and the perspective because if you add the image in the
perspective like this, look what we got here. The image is not
aligned to the front. If I go to front,
the image is tilted, as you can see here. So it's very wrong to add the
image and the perspective. But if you add a few, added the image and
the perspective for any reason you need
tourists said that the position and the rotation, you will need to
hit Alt key, Alt R. But in the end of the day you will make it difficult for you. So delete it, go to front, add your image and received the position algae
and that's it. Okay, cool. So we added our MHz
and that's cool. Can see it now from the
front and from the back. Well, that's wrong. I don't need to see
it from the back, I just need to see
it from the front. This case, I need to
select the image, make sure it's selected and then go to the properties
of the image. Here we have some
option about the side. I need to see the
fronts, not both. So hit the front. Now if I go from behind, I can't see anything. I can see just from the front. When you be satisfied, you can hit G and push
it gets a little bit because I need to create
the car in this area here. So I need the image to be
right about here. Maybe. Something like this. Cool, Very nice. Okay, Now let's bring another image. This
is what we have. Alright? We have, for example, the bag if you alright, let's add the bag. If you image, go here, go to view, Viewport, back control number one. So now we are in the bag. If you go to the folder, a praying the bag and
what's right here. And select the image. Alt key resets the position. And the same scenario. Go to the properties of
the image and turn off. Visible to both. Just put it front. And now you can move
it just a little bit right here. Give it our own. Alright, that's cool. So we add the back image. What else we need to do here? Let's go back to the folder. We need to add the right. So let's go to View few board. Let's go to right. And let's open the folder, bringing the right with
right here, Kravitz, ology. Go a little bit key and
move it right here. This week, the site to France. We don't need to sit teeth
from the other side. That's very cool. What else we need? The left, go to the left, view, view board, left. And let's add the image. For a, set it all G. Tumble around E and
move this right here. Turn off. Both, make it front. Very cool. We need
to add the top. Alright, let's go to
top K. Go to View, view border top, the
sibling, the image. Whereas its top if
you with right here, all key, reset the position. Move this down just a
little bit right here, turn off both and make it front. That's very cool. Now we made it. All right, now all
the images are cool and the right place. Cool. So now this is the front area. And here we have the front. Same for this image, we
have the front as well, so everything is
perfect and correct. We don't have any problem. Alright, this is a first
step that we need to do. I think the image and we did, we add in the correct way? Alright, I've heard that
maybe we need to grab all of these images and put them in the collection. Let's say that. So grab them and hit em and
create a new collection. And let's call these images. Hit Enter twice,
and there we go. Very cool. I've tried that. We need to make sure that
the dimension is correct. Okay, So the Tesla car is
about two meter and the front. So we're going to use one side and make it to meter and everything
will be correct. So let's hit Shift a
and let's add a cube. The cube is about two-meter. If I go to the bottom here, I can see that in all
axes as Tommy Torah. So the cube is very cool. Reference. So I will look, grab
all the images. For example, go to France and the scale the
images and see. Alright, I need to scale
the images and make sure that the car matched the cure. But I will got one
problem though. Alright, if I scale this move this cube just a
little bit right here, if I grab all of the
images and move them, the tire will go away from
the zero level of the x-axis. As you can see, if I
scale them like this. In this case, what
they can do is I can scale them according
to the 3D cursor. So I will go to the
transform pivot point. And three, That's to 3D cursor. I need to make the pivot point. I want to make it 3D cursor. Okay? So now when I make scaling, the scale will walk
according to the 3D cursor. Right now I can bring my cube and put this
right here temporarily. And now let's select
everything, deselect the, the cube and the skill, the images and make the
mhmm March the cube. Hand. There we go. Something
like this will work. Now, delete the cube
we don't use anymore. Okay? If you like, who can grab
all the images and just move them a little bit
above the x-axis, k0 to the Z to move them. Or you can use this tool here. Just a little bit
smoother than right here. And make sure that's
all the images beside the left and right
above the zero level. So I will go to right
at number three. And yeah, that's cool. And control three
to go to the left. And yeah, that's cool. Let's go to bag can throw one and let's see
the back image. Cool and the right place. Very cool. Everything is correct. One more thing
here we need to do before we end this video. Okay, what I need to do is I need to make these
images and selectable. I mean, I don't need to
select them anymore because maybe maybe a move them accidentally and
I don't need that. So what I will do is I
will go to the outliner and I will open this filter and add one
of these filters here. Whatever thing you add here, you will see it right here. Alright? So let's add this filter
is called selectable. This one will help me to make anything I want
to uncollectable. So I will add up all of
these images and are less make the full
collection and selectable. Yeah, now I can select the
images and that's what I need. Very cool. So now I can start with the modelling
without any problem. Cool. So now the reference images is here and the Blueprints ready. Now I can start the
modeling journey. Very cool. Alright, so that's
will do it for this video and see you next.
4. 004 Modeling section Creating the hood: Hello everyone. Alright, now let's
starts Creating the car. Okay? I will make the pure of
just a little bit small. Let's move this and maybe
I can put this right here in the place
I like acutely. Okay. From where we can start, I think we can start
from the hood. Can create the hood. It is very easy to create. And maybe from here I can assume it as starting point to
create that are details. So yeah, let's start
with the hood. Maybe we can start with the top, can create the whole from the top pocket.
Let's go to the top. Hit number seven from that and bad or as I said from here, view and review
board and to stop. Okay. Let's hit Shift a and
let's add a plane. We can start with plane in the smooth blend
just a little bit. Maybe we can put this right
here, something like this. Okay. Alright. I just I was activated, the X-ray was activated. I just turned the
x-ray off alt text, alt Z to turn on
and off X-Ray mode. Anyway, let's go to top and let's go to the More tab
to calculate this morning. Okay, now I have two options. I can go to the
wireframe or X-Ray mode. You can go to the
wireframe if you hit the Z and move the mouse to
the wireframe like this. Alright? I've taught that they can
add it here in the middle. And it is very important
because I need to delete health of this face and use mirror modifier to mirror
one side to another side. So I will hit Control
R to add one egg here. And when you added at will, this new API will
follow your mouse. You need to hit right-click
to leave it in the center. When you calculate the cravats four vertices like
this, and hit X. To delete this face. Now I can start grabbing
these vertices, but don't forget to go
to the vertex smooth, just click this icon. Odeo. Odeo can hit number one for vertex tool for egg
phase for three. Alright. I grabbed
these two vertices. I'm not going to
use the Move tool. I will hit the key to move. And after I hit G, I need to determine
the axes, X, Y, or Z. So Hideki, to move and I
need to move those to the Y. So hit G and then Y, and move those right here. Alright? And crop those as well. Key to the why and
move those right here. Alright, here in this
year I need to add. So I will hit Control R and hit click to
confirm it and move it right here and another
click to accept this. This course you can crop. Now we'll grab
this vertex Hideki and let's move this
vertex right here. Maybe somebody like
this and this one, G and move this right here. And for this vertex we can move it right here,
something like that. Alright, so from the
top everything is okay, but what about the right view? So I will hit three from the
number to go to the right. And let's see what
we got so far. Alright, we need to move those. I will hit key to the Z to
club all the vertices up. Don't forget, I still in
the wireframe mode and I will put this vertex, I will put us right here. So G to the Z. And put this right here. That's very cool. Now I will start moving
these vertices up. Or I can rotate
these, this face. I can rotate it like
this and align it. Okay. Something like this. If I hit our, alright, I think I
just forget to listen. Bring the transform pivot
point to a bounding box, okay? If I hit R like this, I will get a rotation like this. And I don't need that. I need to use this
vertex right here as an anchor point to rotate the
whole geometry around it. So I need to speed
us to 3D cursor. But first, we need to bring the 3D cursor in the
position of this vertex. So let's select the vertex, and I need to call the
3D cursor to be there. I will hit Shift S to
open the payment of the 3D cursor and select
cursor to select it. So now course are moved
to the selected vertex Alright, that's cool. Alright, I've taught that
the grub all the vertices and go to the transform
pivot point in history, that's to 3D cursor. So we need to depend on the
3D cursor to rotate this, the anchor point we needed
to be the 3D cursor. All right, Now if I hit R, I will get a result like this. After that, align it with the
age of the reference image. But I will get misalignment
here with these verticals, these vertices
because I rotated. When I rotate it will go
off just a little bit. So I need to push
them back like that. So let's go to the top and
let's see what is the problem. As you can see this, the misalignment that
I'm talking about. So now I can crop these edges. Alright, now I
need to move them, but it's wrong to hit G and move them like
this to the why, because I will get
the same problem. And instead of that, but
I can do is I can hit G twice G and then key to slide them in case
light them like this. And this is the correct way. But if I slide them, it will stop the end of the egg. But if I hit Alt, I will extend that more. Alright, so let's use the
sliding, sliding method. Let's go to the top,
hit the key twice, slave those back,
and then hold Alt and move those forward just
a little bit like this. For this vertex Jesse, grab it, hits Yi and I can slide it back, hold Alt to push it forward. Inputs and the right
position. This one as well. Key twice and push this
back a little bit. Alright, so now
everything is correct. But I think there's
something right here. I need to mention. I think we have a care of here. And for me I don't have
any carrots plots, so I need to make Kirby,
Okay, in this case, but they can do is I can crop this vertex and hit G twice, take it back just a little bit, and then hit Alt and pushing this forward almost right
here, something like this. Maybe here. I will
add extra Hs here. It can throw our and put
the most, for example, right here on this egg to have the preview and then
rotate the wheel to add maybe three or maybe
this list add to hear it, click to confirm them and right-click to live
them in the center. Grab this one, okay, and hit G twice. Take this bag, gets a little bit and then hit Alt and
bring this forward, something like this and this
one as well, Keith wise. And push this forward
just a little bit. Make it like a care of
somebody like that. So now if I tumble around, I can see that I
got this result. This has Z to excite of
the wireframe mode. Cool. Alright, What else
we can do here? It's very thin. We can give
it a little bit of thickness. Okay. So yeah, let's give this a thickness.
It's very easy. We can use the modifier here, so let's tap out to
the object mode. You can switch from here from
edit mode to object mode. And let's go to the modefier. Ellis Art. One of these modifiers, Let's add, solidify, solidified. One of the most
important modefier, this sort of this modefier help me to give a thickness
to the surface. So if I asked if I choose it, as you can see, I got a
thickness right here. Let's take the number
back to maybe 0.005, something very little
like this maybe. Okay. Something like this. Alright, now I've started that. I don't know if this
thickness is okay. Maybe we can reduce
it just a little bit. 5-3, something like this. I will accept it when you will be satisfied
with the result. Yes, hit Control a to
apply the modifier, but put the mouse here and
the modifier on the modifier. Or we can go through
this, RON it apply. That's cool. Now we got a thickness. What else? Now we need to chant
for the edges. As you can see, the egg is, their ages are very hard and we need to give them a
little bit of smoothness. So let's do this. In this case, what they can
do is I can add a bevel. Bevel is one of the most important with the fire that
we will use it a lot here. It will help me to target
the corners and Bevel them, make them smooth or round. So let's choose it. And as you, as you can see, now we got some level. Alright, so the bevel
amount is very big. So I will change this to 0.001
and make it very subtle. Maybe even smaller
to maybe 0.00. Or why we don't sweet The unit two centimeter, I think that's will be better. So let's go to the unit and go to the length and
sweetness two centimeter. Let's go back to
them with the fire. I think that's better. So let's check this. Change this to 01. Alright, this is very tiny, less any crazy to five. Something like this,
this two edges, maybe 38 years,
something like this. I think to will be okay. Alright, that's cool. Now we got nice
beveling here, okay? But it's not smooth,
we need to smooth it. So in this case, I will hit right-click, Shade, Smooth, Smooth, pull
smooth, everything. But I need to use the one we have in the hidden section
and the bevel modifier, we have nice option 12, correct? The shading. Alright, as you can see, we have some dark area. I don't know if you
can't see it or not. And that's because of the
heading shader healing. It's more that we use. So if I activate the harder, normal and the level
modefier tool, fix all of that. But let's see how
that's all rock. I will activate it. I did that. I got a
warning right here tells me that you need to
activate something else. Alright? That's called auto smooth. So where we can find it, we need to go here to the Object Data
Properties and go to the normal section and
activate auto smooth butts. Kicked the results
before and after one. When I activate it, this
before and after 12, fix everything and give me
very clean and nice result. As you can see, I got very
clean and nice little theorem. Alright, so that's cool. Cool. Now I need to mirror this
side on the other side. Okay? Somebody like this. So I need to use
mirror modifier, but before I use me
on with the fire, I have a face right here. I don't need this face. Okay, it's very
important to delete it because if you add them
Euro modefier right here, you will get a face inside
and that's not correct. So top to the edit mode, hit tab and go to the face
number through grab this face, hit X, then X to open
the Delete Menu, and F to choose the face. You can choose this manually or you can hit the
tough to delete it. There we go. Now we just delete this face. Alright, tab out. Let's go to the top and
let's check something. When we added the plane, the origin dot still
in the middle. So that's good news. So now I can add the
mirror modifier without any problem because the origin dot is exactly on this edge. Okay? So let's go to the modifier list and let's add mirror
modifier, whereas this one. So as you can see, I just reflected the geometry
from here to the side. That's amazing, but I need the mirror to be the
fairest option here. And the level below it. Grabbed the mural
from these dots and move it inputs
above the bubble. I need the bevel to
be the final results. I needed to be mirrored. And then people working. Amazing. Now, very cool. We did finished yet. We need to add something else. We need to smooth the
result that we got here. We need to add
subdivision surface. Subdivision surface
will smooth everything. You remember when I add
the tweak is right here. And push to this area
to get a care of. But now it is not a care of. Alright, as you can
see, it's jackets. But if I add
subdivision surface, it will make it around and
clean and beautiful. Hokey. But I will get some problem
if I add subdivision surface. Firstly, sick loss than Mirror. Close the before. And
let's go through them. Modefier and let's add
subdivision surface. Alright. I added,
and it's beautiful, but we got some problem here. We got in this area, we got a little bit of a corner. Maybe we lost it because we
added a subdivision surface, so we need to retrieve it again. I will tap there this morning, as you can see before and
after this, before and after. As you can see, how is
this area becomes smooth. But I need to push
the result back here. In this case, but they can
do is I can grab the edge. This edge And the violets. If I can add egg
here and one here, I can make this airtight
and I can force the subdivision surface to push the geometry back to this area. So I will hit Alt click to
grab the entire edge loop. Let's go to the top and
let's see what will happen. I would can throw be two level. And as soon as I add two edges, as you can see, I, I, I forced the subdivision
surface to to stick with this area and retrieve this small
corner that we have here. Alright, That's very cool. Very nice. Nice and clean. Let's zoom in just a little bit. I just need to see
the result here. Alright, I lost
some information. Here are the
loudness right here. Because I added the
subdivision surface. And subdivision surface will
push the edges just a little bit inside to get the algorithm of the
subdivision surface. But if I want to praying the
details of the cornerback, what I can do is I
can add extra egg is in the devil, 2-3 for example. And as you can see this before and after now it's
become more beautiful. Nice way to retrieve those back. Even if you add four, we can get even better result, but I don't need to go. Like 43 is nice for me. Now. The edges are
nice and beautiful. Alright, so did
we finished here? Actually we can say yes, we finished parts
for any reason. If you want to get even
more accurate results. If you move a few orbits around and gets an
angle like this, you can see that I have
some variation here in the heating close to
the corner and here, for example, this area is a
bit brighter than this area. If you want to fix that
and be more accurate, you can add extra edges. I know that's a
lot for the hood, but we will use this technique again and again
for all of these, for all the pieces of this vehicle and it will be the same scenario
will be easy. So if you want to make
the heading even better, you can grab the hold and
tap to the edit mode. And you can hit Control R to add one edge and move this edge
to the corner like this. So if I zoom in right here, you can see before
and after I will hit key twice and take this away. Can see that I really have
some difference here. So move it and make it very close like this,
something like this. Let's check the other
side. Something like this. To look the same scenario. Let's add another
edge to this side. To fix the Creathing, I will have can throw a lot
harder maybe right here. Alright, let's assume
bag is a little bit, you can throw our and
I will add edge like this and move it just a
little bit like that. And keep the close to
the edge like this. You can hold Shift to make
them movements slowly. I got orders of like that. Let's move this even
more. Just a little bit. Key twice animate with
the Gestalt, the width. Alright, that's cool. The same scenario for this site. Can throw our add egg here
and push it's to the edge. Can hit U twice just a
little bit and move this. Alright, that's cool. If you didn't understand exactly what I did here
and why I did that, you can kick my new course. I I talked about the subdivision surface and
everything should be clear. Or because I did that. Now if I tap out and zoom in, I can see that the hidden now become very
smooth and beautiful. And now everything is
okay for the hood. Okay? I added these edges because subdivision
surface algorithm, when I use subdivision
surface tool, push the edges of
the corner inside. This is the nature of
the subdivision surface when work to give me
a smoother results. Because of that, I added
another x-ray acres right here and all the corners just
to make this error types. Okay, let's take a quick example to understand why
that's happening. If I add Q, for example here, and less tablet,
it's more to enlist. Other befall control
be I just need to book full makeup of a like this. Okay? And let's tap out. Now let's go to the
modefier enlists as subdivision surface and
see what will happen. Alright, now I will
go to activate the wireframe here in
the Viewport Display. And let's go back to them with
the fire itself and let's turn off optimal display
so I can see the edges. As you can see here. Subdivision surface
post these edges of the corner just a little bit. As you can see,
we have one here. Because of that, I
lost the smoothness that I create here
with the bevel. Alright? If I want
to rectify that, I need to add extra edges
here to support this area. Alright, I going to show you how I will top
and hit Control R. And I will add here,
as you can see, I can push the edges back. I think you see what I'm doing. The same scenario here. Can throw our and add
edge and push the edges. Now this error become tighter. Okay? So now we have
more geometry here and I make this
area around again. So if I tap out, Let's turn off wireframe,
turn brown leaves, see right-click
here, the smooth. So a kick the result I
got here because I added extra acres and
cake the results, for example, right here. I didn't have X-ray keys
here because of that. This area is not correct as compared with
this arrow right here. Okay. So this is why I added
egg is here to the hood. I just try to make it simple for you to
understand why I did that. So yeah, this tutorial
become very long. Sorry for that, and I will end it and see
you in the next video.
5. 005 Modeling section front area part 1: Hi again and we'll come back. Okay. We've finished to the hood and now let's see what
is the next step. Okay, maybe we can start
with the front area, creating this sparse
the front part. Okay, So let's get started and let's see
how can we created. Maybe we can go to the front, hit number one from
that, I'm bad, okay, and maybe I can add clean. The 3D cursor is right
here. That's wrong. What I need to do is I need
to put it in the right. Boys, you can hit shift S to open the pie menu
of the 3D cursor and just move the
mouse right here and leave everything 3D course. So we'll go back to that center, hit Shift a to open the
add menu and go to Mesh. And let's add plan. Okay, now we have the plane, okay, aligned with the ground. I need to rotate
this to the X axis. So hit R to rotate. X2, determine the
axis and then hit 90 to rotate 90 degree after
that hit S and scale it, make it small like this. Move it up. You can hit key to the Z or you can use the gizmo if you like. Alright, as you can
see when I move that, the gizmo goes back to
the 3D cursor because in previous lecture we switch this to the 3D cursor that
transform devote point. So we need to rig this bag
two bounding box. Okay? Now it's okay. Alright. The next maybe we can do, now we can tap with
the edit mode, hit tab and go to vertex number one and
switch to wireframe is Z. And go to wherever I like this and listen,
club this vertex. Okay, hits. Alright. You can, as I said, you can
activate the move to use it, or for me, I like to
use the key methods. So hit G to move to the Z is he enlists move
this right here. Okay? And those here had key to the Z. Let's push those
back right here. Grab those Hickey. Let's move those
vertices on this side. Alright? Or before that, before
we move anything, I will add one H
in the center to delete the half of this face. So hit Control R and add edge, right-click to leave
it in the center. Grab those four vertices. X and Q is face to
delete the face. Now let's grab this side. He'd key to the eggs
and move those here. And now I need to
extrude this phase. I need to extend it. So I will hit E to extrude. But after that you need
to give it access. Okay, extrude to
the X like this. And let's put it right here. Club is vertex G to the Z. And move this up
almost right here. And that's cool. It's
still flat like this. But I want to crop these two
vertices and go to the top. Hit number seven
to go to the top. Alright, that's called button. In the front,
everything is cool, but in the top, we created
this in the middle. Okay, so what I will do
now is I will top out in more minute geometry and
put it in the right place. So in the right place, me and I should put
it right here. Okay. Yeah, right here. And not it will tap it in this mode and make sure that you are in
the wireframe mode. Grab those two vertices, hit key to the Y and take those, and let's put those right here. Something like this. Okay? Yeah, something like
this maybe right here. That's cool. These two vertices, we need to grab them
and push them back, but we got the care of here. We need to bring
this care of back. Okay, so I will take
these two vertices right here and I know it's a flat. What I will do is I will
add two edges in the front. So let's go to front foot number one. And
from that I'm bad. Hit Control R. Now I have the preview, rotate the wheel of the most forward. Now we have to, maybe I
can add three or less, add to lifted click to confirm them and right-click to live
them in the center. The same scenario. Here. Let's do it
right here, okay? Okay, notice it grab those. And in the top view
I can determine how far I need to push them to move, but to the why and
move those right here. So the first vertex now reached this area
and that's cool. The second one maybe we can
move with just a little bit forward the key and move
this forward to the Y. Alright, so that's cool. Let's see what else we can do. Maybe we can go to
the right view. I just need to check
what we got so far. Okay, this vertex and
the right position. But those naught So let's move this bag, gets a little bit like
this and align it. So, so far we got this result. Alright, That's very cool. Alright, so now maybe we can add mirror modifier or maybe we can give it a solid five
first and after that, give it a mirror. But before we do all of that, we got some small
extrusion right here. If you notice that something
like this and this area. So we need to do this. Okay, I will go to the edge at number two in lists like this, Eggers crop first one, hold, Shift and keep
selecting these edges and just hit E and take those
back just a little bit. And let's go to the right to
see what we need to do next. When we extrude those back, it will hit get with
this E to look those up. Something like this. Maybe I go too far so it will hit key to the
white and he goes back. Something like this. It will be nice and working. Now let's go to the perspective so we can see what
we have done so far. Alright, that's cool. But here, this vertex
should go back. I should have a 3D angle here. Okay, so let's go
to the vertex at number one and crop this
vertex and hit G twice, and push this almost right here. Okay? I can cover it with a light. And by the way, if you like, you can leave it like this. It's not a problem because
when I add the light, I can cover this with a light. Can add the light here. I mean. Okay, something like this. I can cover this area. It's not a huge problem. Okay? But for me I will just
move it gets a little bit key twice and move it.
Something like that. Alright, that's cool. Okay, Now let's give this a
solid five thickness, okay? Okay, I will tap out. Let's go to the
modifier and let's open the list and less
other solidify. Cool. I don't need that are side. I just need the room. Okay. I need a thickness, but I don't need this face inside because no
one will see it. I just need this REM colon. So to achieve this, I will choose only rim. That's if I activated, the interface will be deleted. Okay. I got some very akin here. If you notice. The thickness here is not similar
to this one here. So I will activate even thickness to fix
the thickness like that. And now everything is cool. So now we other solidified. Maybe we can, maybe we can push this even
more just a little bit. Okay, Now I can
apply to solidify, just hover over here
and hit Control a to apply it to accept that result. And maybe now we can add Bevel. So let's go to the
modefier and let's add Bevel modifier key, like just going to move the image right here
and choose the level. Alright, so now we
have some beveling. It's very big. So ten centimeter, it's huge, so I will add 0.0 to maybe. Alright, it's very, very little. Okay, that's very small. Maybe 0.1 points, one
enter something like this. Let me point. I think we got some problem with
the scale. I don't know. It's open the menu here. Yeah, we got problem with
the scale because of that. The number here is not
working correctly. So when you choose the geometry and see
the scale is not one. So it's very important to hit Control a in
the play the scale and make the number here
for the OL axis one, it's very important okay, to avoid any problem
when you use the bevel or do anything else. Now, if fix it. Now the numbers here, it will work correctly.
And yeah, that's right. I will add two segments maybe. And I will make smoothies,
right-click kid, smooth and activate
shading harder. Normal tells me that you
need to activate auto. Suppose so let's
go here and let's activate autos. Alright,
so that's cool. Alright, That's very cool. But we didn't guts sharp
edge here in this area. So in this case, I
will do that manually. I mean, I will tap and go to H at number to crop this
edge hold Shift, grab this. And I will hit Control B to
bubble this area manually. Add the three edges, maybe less will be nice. And there we go. Now we got this Let's go top out. Very cool. Alright, here and this side, I think we need to push, Make some edge because
as you can see, we have some tilde here. Okay? So what I will do is I will tap the edit mode
and hit Control R and add edge and put a almost right here, something like this. And now let's see, grab all of these vertices, go to the Z, I mean, in the wireframe and
these vertices like that. And let's push those
bad guess a little bit, hit G to the Y and push those a little
bit like this. Okay? And for this vertex, maybe I need to push it
inside to the middle. I mean, to this direction. Key to the X and bookstores
just a little bit like this. Okay, Now let's hit Z to excite and let's see
what we got so far. So we got this, our eye spots. We need to bevel this one as well and
they think it's pebbled. Yeah, that's right. This pivot automatically, raspberry, cool. Alright, I think we got some
problem here in the Bible. This area, it doesn't beveled, so maybe we can evaulate
manually and fix it. Okay, so I will love to have
the ethmoid and the crop, this edge Alt click to
grab the edge loop. And maybe I can
develop manually. So I will hit, can throw, be in, add three, maybe hold Shift
to make the movement slowly. Three pages like this
and confirm them. Tab out and now, Okay, cool. That's cool. Now maybe we can add
the mirror modifier. But before I add the
mirror modifier, I need to delete this area, this face here, so I will tap, good to face, this face. Alright, and this
one here as well. Those here hit X to
delete these faces. Now, it's ready to add
the mirror modifier, top out, go to object mode, and then go to the Modifier. Choose me or, or modifier. And it will mirror
this correctly. And as we said in the
previous lecture, we need to put the
bubble underneath them. You're, we need the mirror
affairs and then the bevel. Now the result is correct parts both paths we need to
add subdivision surface. Okay. So let's go and I'm sorry. Yeah, subdivision surface. To make it a smooth.
That's cool. Now we added per, we got some problem here though. Let's see why that's happening. I will like to excite, sorry, hits, like to go
to the local mode, okay? You can go to View
and where is it local viola called
Toggle Local of you. Okay. Let's move this
image right here. And let's tap it. It is one that Let's
see what we got here. We've got some weird
results in this area. Okay. We just forget to I will turn off subdivision
surface steamroller just to fix this area. I need the edges
to go like this. I do that. I will get correct results. So let's do this. I will hit K to activate the
knife tool and click here, and click on this
edge right here. After that, we need to this
hit Enter to confirm it's hit K again and make another cut
from this egg to this age. And have to enter,
when you do that. Go to the edge number
to grab this edge. Hold here, pick up this edge, and then it can throw X to delete the acres,
just the edges. And now it's correct. If activate the
subdivision surface, I fixed the problem. Okay? But for this one, I need to repeat
the same scenario. Okay? So turn off some
tweaking service. And, and by the way, that's happened because
when I picked the edges, I guess selected the
edge that I saw. But I should rotate the view gets a little bit
to select the small age, so I forget to crop it. This made mistake.
Hit K to activate. And I've told my mic
cut from here to here and hit Enter, hit K again. Make cut from here to
here and then hit Enter, grab this edge, this edge
Control X to dissolve it. In. Now, subdivision surface
should work correctly. So I think and
yeah, that's right. Okay. Well, what else? We got? Some the SimCity now right here, we need to fix, I think. Alright, I think the
Bible that we added doesn't give us aqueous
here in this area. Okay, if I activate
the wireframe Alright, as you can see, doesn't targeted this area. So in this case scenario, I can go to the bevel, this hit Tab out. Let's go to the
bevel. This openness. The vulnerable is working
according to the angle. But I will use another
method for the bevel. Walk into the NCL means
any angle will be beveled. So here we have angle. Here, the number of the angle, any angle below this number, it will be canceled in any angle above this number right
here, it will be beveled. So what I will do is I will
switch this to weight. I will use. I will make the bubble working according
to the weight of the edge. And I will some edges and give them weight to be the fault. Okay, So first thing,
let's choose weight. And now I can do is I will tap enough targeting
my edges manually. For example, I need this
egg to be targeted. And these edges right here, this one, this one. Just select them manually. The small right here, this one, alt click. And what else? Okay. Yeah, I think these all the agents
that I want to target. After that, Let's move this
just a little bit right here. Open the ATM right here, and here you will
see me and they will just push this to one. And we will get the bevel will get us to one and give it the amount that you
want and that's it. So here we have two controllers. We can control the
amount from here, and we can control it
from here as well. Okay? But for me, I like to push this to one and from
here to control it. And now let's tap out
and turn off wireframe. Okay, like this. And there we go. Alright, so let's go back here and let's
activate the subdivision. Alright, subdivision now work correctly without any problem, but we got some problem
with the Hadean. This the nature of the subdivision surface
when I activated, I need to make this
airtight any to support it with the
new edges here. So in this case
what I will do it less close to the bevel
top and hit Control R. Just add H right here, close to the corner here, just to support it. K and 10k here. To support this side as well. To make the to make this area
tight and can throw off to add eight here to support the color that I have
here in one year as well. Okay, something like this. In one H right here. All of these edges tested
to support the colors. What else we need to
add in this area? Age can throw our, sorry, can throw our and
add egg and move it up. Something like this. Can throw our and add one right here. You can see the
difference if you noticed when I make
the edge close. Okay. And one here as
well can throw are. Now at this tab. And let's see, the result now
is sharper and beautiful. Okay. Now let's hit slash to
exert of the local mode. And let's see what
we got so far. So this is the result
that we got so far. Okay. Let's go to the front. Everything is in place. Yeah, that's cool. One more thing here, I just need to mention
before I end this video, let's zoom in here
to the corner. You can see that I have
some weird shading here. So you can see OK. And that's because
we activated the hardened normal and we add the subdivision
surface above it. So in this case we
can cancel the harder normal of the bevel
and we can use, we can count on the
subdivision results. Okay, so let's close this. And now the result is better. For any reason. If you
want to get even better, look, you can add
another modifier. But let's see if
this new modifiers will work in this
situation. Or nodes. We can add weighted normal. This modefier always
fixing shading problem. The scene before and
after with this. What if I can do this before
and after it's fixed? Just a little bit of
some problem right here. And I think I can keep it. Alright, that's cool. Yeah, I will end this video and see you. And then his video
6. 006 Modeling section modeling the front bumper: Hello everyone and welcome back. In this video, we need to
create the bumper errors. So let's go to the front of you. And I can add a plane and start extruding the plane
and create a bumper bus. I think it's better to grab the, the front area that
we create in touch with mood and select
one phase, for example, this one hit Shift D to take a Coby from it and move
the new Coby it are down. After that hit P and then
us to separate it out. This in your piece tab. And now I can work with
this one with all of them with the virus still exists with a new piece because
we copied from this. So let's go to the edge vertices with number one elicit
grab these vertices. We need to align them. But this right here. And let's turn off the modifiers for now. Just keep with me or
middle activated. Move this down just
a little bit dizzy. And what else? Grab these vertices,
hit here and move them maybe
almost right here. Hit E to make another extrusion almost hear something like this. Alright, align it with
the fender like that. Let's keep our eyes on the
design that we have here. It's picking small from here and then goes down
just a little bit. So let's grab these vertices first and let's go to the right. Alright, let's hit G and move
those just a little bit. Maybe right here,
something like this. That's cool. Clubs is brought to exceed key
twice and slide it back. Something like that. Maybe. Maybe I can take this
up key twice and sled up. Alright, something like this. It's more of this right here. Now what does it go
to the wireframe? Realistic, probably seen
these vertices here and let's take those back just a little bit, almost right here. Okay, Now let's add H to add
one H here in the middle. Maybe these vertices,
I can move them just a little bit like this. Cool. The CEO is because so far
here at the perspective. Well, we call this result. Alright, so these vertices, maybe I need to push
those, push them back. Maybe right here. I think this is a better. And let's select this
edge and this one here. Maybe we can extrude those
back timber right here. And maybe those here, we can extrude them as well. This one and this
one. Just throw those back. Just a little bit. Alright, here in
this air we can add two edges and move them
just a little bit forward. Maybe from the top. He Z and go to
wireframe here the key, and move them just a little bit to make this area a bit curvy. Like this. Care of. Similar to the care
that we created to the to the front area. Alright, now let's see
what else we can do here. Let's try to find another image. Alright, we have some
tilt here in the bumper. Let's go to the front. And the score to a vertex. And maybe we can select this vertex and move it just
a little bit like this. Yep, that's cool.
Maybe crop this one and just move it right here. Those two. And the wireframe mode. And move the outer
butt right here. And for these vertices, maybe I can take those down. I don't know, maybe
something like this. And even maybe these vertices, I can take those down
just a little bit. Further bumper, I'm
not going to use the reference image results, Alright, so it's not
so quite accurate. I will count on the images. Alright, let's see what
else we can do here. Let's go to the rights and they see what we have done here. Okay, These vertices
that we selected here, maybe I can now
grab these and hit key twice and put these
vertices back like that. Okay? Maybe we can create a face here and
maybe we can fix it, hit F, create the
metaphase here. And let's see what
we can do with it. So grab this vertex right here. Maybe we can move this vertex
for just a little bit, or maybe this one backwards. Gateways in this
slide this back. And maybe this one we can
slide this back as well. Something like
this. That's cool. And K to activate then I've
told to make a cut like this. I just need to want
to complete the loop. Alright, What else? Let's try to align this. I just need to see, is there any variation here? And here we have some
variation actually. Let's see how can we fix this. Let's go to the top. Go to wireframe. And maybe I can make a cut. Goes like this, and then
connect everything. So I will use the knife tool, hit K and make a cut
from here like this. And I will hit C to cut
through all the edges, hit C and then left-click here and then Enter
to confirm it. Alright, so that's cool. Now I can grab all
of these vertices, hits X and V to delete, to delete all these vertices. And now we've got
very nice line here. I can hit Keith wise and push those gears
a little bit forward. Now, I can club those, hit F and I will look very
nice, flat face here. Okay? And now let's make a connection here
to company the age. Look at K and make cuts
from here to here. Hit Enter. Alright, what
else we can do here? I will add H here in
this area like this, and grab these faces, hit XF to delete them. Go to H, club these edges. And those here as well. And hits E to the Y and
X through those back. And now it's time
to add some level, maybe to bevel these edges. So let's go to the
bevel and activated and choose limit
method weight to control it from the
mean bevel weights. Okay, now let's select the edges that I
need to bubble them. I need to bevel this edge here, this one should be
harmed and those here, they should be sharp. That was here as well. And this one here. Alright, and those here hold, can thoroughly grab
this one to select the edges between those here. They should be hard. And this acres as well. Alright, when you will be
satisfied with all the edges, just push them in
powerful way to one. Now you can control
the Bible from here. That's cool. What else? Sub out and see what
we have done so far. Now we got the bubble. We just need to add
subdivision surface activated. Let's activate and the CO2
we got so far. Alright. We need to support the corners again because we
added subdivision surface. So in this case I will tell to go to the edit mode and hit Control R to add
ache here and put this edge close to this. Eric has to support it. And can throw our to add one
here from this site as well. And this same scenario here. Can throw out an ad right here. And maybe can throw off to
support the side as well. Somebody like this. And for this corners,
same scenario, Control R and add
one here, right? The suborder, the
corner from this side. And I need to support this
from this side as well. So it can throw
our to add a here and shuts hallway right here. And maybe we need
to support it from here as well so it can throw
our and add the H like that. Let's talk about another
result is better, I believe. But we got some weird result here and let's try to find
why that's happening. Well, in this case,
what they can do is maybe I need to bevel
this one as well. Maybe that's what fix
and yeah, that's right. If I build this edge,
I can fix the problem. So I need to select this edge. Grommets, the whole age. Ambivalence, give it, will wait. And it will be automatically. Let's talk about,
and let's see now the heading is
everything is correct. Okay, now the result that
I got it is very nice. Beautiful. I can't accept it. And for any reason, if I
would need to tweak it later, I can tweak it. Alright,
That's very cool. I will end this video and I
will see you in the next one.
7. 007 Modeling section modeling the windshield: Hello everyone. Hussain is here. And this video I just need
to mention I got a new images from
Internet to interest ten, the design even more. And I got, nice me
care for the bumper. And I discovered that the
rest of that I got here, it's not similar
to the real car. We got something here. We didn't read it and
create a because we didn't have enough information
with these images. So this is something
I need to fix and I will delete this later. I will fix this later. I have no problem if I
create the whole car and come back here and fix
this bumper. Okay. One more thing here.
I just noticed that the hood here
we have a care of. And I did dance,
created care of. I create that like
like steps here. Alright, sits right lines, so I need to fix this, okay? Any to maintain this curve here. So let's go to the
top of your Enlist. Start with this one. This you can we
fix this problem? What I can do is I can go to the edit mode and
maybe I can grab one vertex. Maybe it is vertex right
here and hit E and extrude. It's something like this. Maybe in the central
limit in the center. And I will go to the air. You gladly senior age and
hit P as two separate us. Now this egg is separated. I don't need all of
these modifiers for the, for the Cenozoic, even the
mirror, I will delete this. Okay, so let's tab
and let's see, grab this vertex and let's move this vertex all the
way to the other side. I just need to use this edge as a guide is the idea why I, why I created this edge. Okay? And in the middle, maybe I can add one vertex here. And I will grab this vertex and hit key and move it like this. I want to use this edge
to help me as I guide. And I will push the
subdivision surface to three, maybe make it very smooth, or maybe even four. Now, this top out and see
the result of the edge. Now, I got nice care of here. I can count on by want, even if I can move the
vertex even more if I like. Alright, I think
something like that. I was working. Now I can understand
where should I put these vertices and where
should I align them. Okay, so let's use this guide and I think I
will put it above the hood. Okay? Alright, lets you go to the
top again and let's see, grab the top edit mode, and now let's start
pushing some vertices. But before that, I just
need to make the distance, even for all of these
H's I have here. We have a clause aqueous here, we need to separate them. Let's start with this one. And I will move this one key twice and pull this right here. Be careful. Hit the key
twice and slide it. Okay, maybe I can grab
this one as well. Those here and had
Keith whites and move those something,
maybe right here. Okay. And the Wireframe grab those that you twice
and move those here. And not waste the time
to book these vertices and align them with a new
care that we created. Grab those here, hit the
key and move them just a little bit. Polite here. Grab those here, right
here and move them. Something like this. And those here as well. Probably those maybe I need to move them back
just a little bit. Glob those here, sorry. Grab those here and
move those back. Something like that. Maybe those here as well, the crop them and hit key. And be careful don't move these vertices to the
left or to the right. Because you will, we
will get an overlapping, you just need to hit T and move those to the white,
just to the way. And let's align them like that. By the way, I'm aligning the result of the subdivision
surface, not the vertices. Okay? The same scenario here. It can move those just a
little bit right here. When you convert it,
we need to go to the right view and see did
you have any variation? And yet we got some variation here because we
moved it like this. And they will go down. In this case, it's
very easy to fix. You just need to crop them
and align them again, hidden key to this end
of this like that. And I'll, and it's got all those house will hit you to
the Z and align them. Maybe this one
goes off it key to this EN's alignments like this. What else? We got those here off key to the Z and align them like that. Maybe those here when key
to this same scenario. Okay. I think We finished a fixed everything. Maybe those you to see those grades.
Alright, that's cool. Maybe this one I can move it down just a little
bit like this. Alright, so everything
now is aligned perfectly. Alright, let's go to solid. And this age, I don't
mean to say anymore, I can delete it so I just
hit Delete and Toby deleted. All right. Now is a time
to create the windshield. I will grow the hood and create the windshield
from the hood. Okay. Let's grab these edges. They have here. You can hit Alt click to
grab the edge loop. Okay? And hit Shift D to take a Coby from this and right-click to leave
it in the same place. Then P two separated. And so I just forget to
activate the screencast here. Okay? Let's move this
maybe right here. It's two closets. Alright. So now we have the senior edge right here for the windshield. I can now tap that
it's more than hit a select all the edges and
go to the top of view. I can hit E and extrude this
all the way right here. And I can hit S to the Y and his hero enter to align this
has to the Y zero enter. Alright. Let's do that again. Is to the Y zero Enter. And you and I was
working, I just forget to activate the number. Alright, that's cool.
Now let's go to the right and let's see
what we got so far. Now, I need to take these
edges up a key to the Z, and let's put those all
the way right here. Maybe. The skill dose fuzzy to align them is S to
the Z and zero Enter. Ok. Now grab these vertices
in the wireframe mode. All rights, the
rights and move them. It can move those
hallway right here. Something like this. Great. Okay. Let's cool. Okay, this is what
we got so far. Now we need to give
this a thickness. I will turn off timber or lay all the modefier
that I have here and I just need to
kick from the top. I think it is sits right line. I don't think that we
have a care of here. And yes, let's try outline. That's cool. Alright, so let's give
this a thickness. Okay, Let's turn off
mirror for now, Kimberly. And let's tap out and let's add solid defy to give
this a thickness. 1 cm thickness is okay. I will put this
first modifier here. Okay? And don't worry too much
about the thickness for the last 1 cm, I will accept it. And I can apply it, it Control a and lights. And now I can go to this
side and delete this face. We don't need it because
if I don't will be between the two sides when I activate them or
I need to delete it, go to Facebook, love
this XF and deleted. Okay. And now I can activate them, you know, I can't
see the mirror side. That's very cool. What
else we can do here? We need to activate
the bevel and we need to target the new edges here. I think there's a target of
this egg is automatically. Yeah, that's right. But I need to add an
extra edges here to support this side because I need to use
subdivision surface. And by the way, I think we don't
need to activate. We don't need to use subdivision surface because it's flat. Alright, if I, let's take
it up this edge here. See, I will hit Control
X to dissolve it. And let's tap out and let's see the result without
subdivision surface. Cool, it's nice and working this window
or when heel is flat, so I don't need to use
subdivision surface, but what I need to do now, I need to put everything
in the right words. You can tap to the nth mode. And now let's go to the edges. Do we need all of these edges? Yeah, we need those
edges because we have a care of here bots
for this side. I need to push this
vertex inside like that. Okay? I don't need to put
these vertices one by one. But I will activate proportional
editing to acute this. So I will hit key
and move those here. Parts. If you activate the
proportional editing can you will have a circle. You need to make this circle. Small. Guests rotate the wheel and
make the effect smaller. And now I can move
this just a little bit and what's in
the right position? Key and move to a
little bit like that. Alright, now with the
mirror is okay and everything is cool
from the side. Everything is cool, I
think. Yeah, that's cool. Very nice. Alright, let's tap out and now
let's activate the bubble. And let's see the
result of the bubble. Thing gets very small. Maybe we can add points
0.08, something like this. Without adding any
subdivision surface, I will delete this. And what else we
need to do here. I think let's check
the harder normally it's activated, the auto smooth. Okay. It's activated. Very cool. This is the result without
subdivision surface and for no reason if you want
to add subdivision surface, I guess it's okay to
add it if you want to. Make this more smooth. If you would like
you can either fans, you cannot iteration level. Okay, if you like
chicken results. There's something
here. Let's see, before and after his,
before this, after. Alright. If we need to add
subdivision surface, we need to support the edges like this because as we said, when you use
subdivision surface, the edges here will be pushed just a little bit like that, according to the
old guard alogrithm of the subdivision surface. So yeah, this how it work, tab control our
supports. H right here. Can throw our and add an H right here and move it all the way to decide
something like this. And for this, Heather's
will control our add, sorry, cancel out and
add edge here and move. It's zooming, gets a little bit key
twice and slide it again. And let's move. It's right here. Now, if I zoom in, I can see what I have
nice result here. If I turn this off and
maybe one H right here, top can throw out
maybe one here. Something like this. Yeah, cool. Okay, so nice. Okay, now plus to
zoom in here just to see What's because so far. Very nice. Okay. If you like, you can
put it that windshield, yes, a little bit
to have a gap here. But this result is very nice. Alright, so that's will do it for this video and see
you in the next one.
8. 008 Modeling section creating the fender: Hello everyone. Let's
modeller the fender. Okay. Just this part. Let's see how can we do that. Okay, let's go to the right. If you and maybe we can create an
e-commerce written start from there are Coby one of these and I think we can
call be one of these. For example, I can crop
one face from here, from this side or even
from the front area acute. I can do that as well. For example, I can
grab this face and hit Shift D and move it right here and rotate
this to the z-axis. Turn off proportional editing. They just forget
to turn this off to the see what's going on. Just turning the
proportional editing and rotated like this. And I will take this phase
out for now and scale this to the X to make it flats has zero Enter and they're going
out, it's become flat. I don't need anything
here for now. I will turn off all
of these modifiers. And let's go to the
right-hand less start modelling and put these vertices
and the right position. Well first let's move
this vertex hit here. Let's align it here. By the way, just forget
to separate this face. So I will let can throw, I can grab them like this. I thought that I
can hit Control L to link select like this. Okay, I can't collaborative
like that as well. Anyway. Then hit P as two
separate it and the crop, this one activates
the modefier for it. Okay, Let's go to the
right view. Tapping mode. Grab this vertex, hits key, and let's move this right here. And let's see what
should we put this maybe right here,
something like that. And what else? Let's say grab those here
and let's move them. Okay? I have image right here. Show me how much I need
to push these vertices, how much space I
need to add here. So it's very nice
image here we got, I will ally this vertex
with this one like this. So proud of this Hikida is here and hold
Control and stopped here and activate vertex snap. When you hold can totally well, you will activate this icon
right here temporarily. So there's no reason to
activate this one to make snapping G to the Z, hold Control and stab
it with this vertex. Grab those to hit E.
And those right here. Somebody like this. And maybe I can club those now. And I was just a
little bit like this. Okay, Let's say Club
all the vertices and which this inside. Maybe from the top we can, the rear side of that even more, see what we can do here. Okay, maybe I can, I think I need to
make it to floods. Again as to the x-axis
like this is zero, Enter key and hit key. And let's put this, I don't know, maybe
right here for now. Let's go to the rights. And what else we
need to do here? Smooth those inside his
key and put those inside. Well now we got some
overlapping here. In this case, I can hit
G twice and slide this. Something like this tool work. Okay? Alright, let's go
to the right again, and let's see what
else we can do here. I will grab these vertices, hit E to the Z and move
those all way right here. Key to this EA can, and let's put those here. And this vertex hit E to the Z and snap it
with this vertex. Align them. Alright, and now I will grab this hit key and
move it like that. And the cob, this one and this one as well
as ten more than just a little bit. Right? Something like this. Alright, what else
we can do here? Maybe here we can hit, hit Control R to add a job
here in this area like this. And now I can crop is two vertices and hit
E to extrude them. Hallway right here and hit S to the why is your
interest to align them? Like that's okay. And maybe now I can
crop this vertex, hit G and move this right here. And I need to move
this one as well, but I need to be precise. So in this case, I
will drop this vertex, this vertex and hit F to
create an edge between them. And I will use this
edge as I guide. So I will call this vertex, hits either the Z and
align it with this edge. If I want to be more precise, I can activate the
OH snap and it's either the Z and hold Control
and stamped with the age. And I can three this
back to vertex. When you will be
satisfied, go to the edge. This edge hit X E
to delete the edge. You don't need this,
and now it's perfect. What else? I will
hit Control R to add one H right
here in this area. Let's go to wireframe
almost right here, Rickey twice and slide it here. And they will acquire
this vertex and this one as well and hit
E and take those down. Something like this, or
maybe even more down right here in the Cloud is vertex hit you and
push this bag. And they got up those two here, it's E and book those
all the way down here. Well, if I make a comparison, I have I have some band here
and this area goes inside. But if I compare the reference images I
have here with the model, I think that distance
here is very small as compare with this one. So I think that is all
that I have here is not so quite correct as compared
with the real vehicle. So because of that, I moved those vertices
down like this. Okay? Alright, let's see what we got
so far in the perspective. We can go to the top
and kicked the results. Alright. Well notice it
grab these vertices. And let's go to the top view. And we need to align
these vertices. We need to extrude
those vertices. I think let's go to the right. Let's extrude those vertices up. It's E, and extrude those
all almost right here. And what else we can do here? Maybe we can just go
to the front LSU. What we got so far. Let's move those gets a little
bit like this. Maybe in the top
that's will be better. I mean, yeah, that's
cool, correct? Maybe this vertex, I can
move it just a little bit. It can move it right here. And here we need to make some fixing here in the
right of you. Maybe. Well listen, I will bring
this vertex down in marriage. It's activate auto
marriage and hit the key twice and slide
this down. Like this. It will be married
automatically. And the crop, this one, it's key to the Z and
move this right here. Sorry, It key twice and
slide, it's better. I scroll here, we have an edge, we need to create it. Alright, so let's see
how can we achieve this. I will hit Control R to add on H right here and this area. And I can grab this vertex, hit E to extrude it all
the way right here. And grabs those three F to create a face
here in this area. And now let's see, in the
pure spite of what we got, we just need to move
this vertex and what's the Android position
maybe at the top view. Just hit G and move this, align it with learn
it when the hood. Alright, maybe this one as well. We don't need any cap here. All right, something like that. What else we need to do here? Let's see. Let's go to the perspective analysts
you to be good so far. This ticket, the France. Alright, so let's go
back just a little bit. Cool. Alright, now we can say that we finished
with this part. We just need to give it a thickness and make
some adjustments. Before we do that, Let's
check the other images here. I just need to check this area because I need to make
some extrusion inside, but I need to understand
what's going on here exactly before I do anything. So let's check another image. Let's take the images
that we have here. Okay? Alright, seems like we don't have any trigger
right here at this point. And then diagonally
goes like this. I don't know. Let's try to find nice. I show us what we have here. Okay? I think that's, so in this case, what I will do is let's
grab these edges here. Let's move these images. Club those edges
here, and hit E, and move those inside.
Somebody like that. Then maybe I can
control these vertices. Hit U twice and take those back. Somebody like this and maybe move this down just a little bit key twice and move this
over this right here. And you can do this with
the bevel if you like. When you add the
pitfall, you can grab this area and
push it if you'd like. For example, I can I
show you what I mean? I will cancel all of that and
let's make this small okay. And less. Go with alanine. So defy not bevel. And let's turn off
mirror and let's go and I add the
solid if I here. And let's make it fairest
modefier. Something like this. I will accept 1 cm thickness
does not a problem. Alright. Okay. I just need the room. I don't need any thing else. So I will turn off, turn on or him on only. I don't need this side. Turn on even thickness. If we have no problem
with the thickness. And now we can apply Control a and we can
activate the mirror. And we can see that we have another page here on the
other side. I will tap it. It won't to add edges here, or you can use bevel and
activates weight per volt took to target any
edges that you like. And I think that's better. I will grab Alt click and
grab this entire edge loop and go to the mean bubble
weights and increases to one. And here we should
have some level. And yeah, correct,
we have some level. Let's target these
edges as well. This hits like to isolate it. Grabbed this one, this one, this edge and even this age, because I need the
Bible to go like this. Okay? Somebody like this, I don't need the bevel to stop
here at this point. I need to go like this as well. So grab those three
and this age maybe, and this one to be valid. Maybe those here as well. Alright, Alt click to grab
this ultimate luxury. And maybe those here. And those here as well. Maybe those here. This one and this
one. And before I before this or I
can do that later. I thought I can put it as
just a little bit inside, but I can do this later. It's not a problem. Okay,
let's say Club those here. And those here as well. And these details,
CHs here. Okay. Cool. Is I need it as well. And let's increase
mean bevel weight. And that's cool. Do we have
any harder than normal? I will activate it for now. We just need to see the results. The seats. I think this Jacobi got so far. Alright. It's not bad. For this one. I
just need to move these vertices and suggests
a little bit of this face. Maybe it can move this to the x-axis almost right here
or something like this. Just tilt it gets
a little bit tab. And let's see what
we got so far. Do we need to add
subdivision surface here? Actually, we don't need
to add subdivision, subdivision surface right here because we don't have a
curve here in this area. So you can cancel but
you can't ignore it. Feel like maybe we
can add three acres. Maybe that's can make the
subdivision even better. I guess some weird Creating right here. Let's
see whether it's habit. I will activate wireframe
here to see what we got here Alright, sometime I got some weird a bevel happening here in this
era. For example. If I want to fix this, I can grab a new edge and give its medieval
weight and thus can help me to give me nice
beveling here in the corner. Okay. That's why sometime
I need to target ages like this and the flat
surface interval them. Okay, so let's turn
off wireframe. By the way, I will add a
shortcut for the wireframe. You just need to hit right-click
and assign shortcut. I did that already. For example, for
the axis you can Intro to click and
assign shortcut. And when you hit the click, now we can press any
button and it will be the shortcut for this axis. For me, I added the wild letter for as a shortcut
for wireframes. So now when I hit Y, I can toggle the wireframe
on and off. Alright? Because I added
the H right here, I got some weird shading
happening here in this area. So in this case, I can cancel it and
leave the result as is. And maybe I have
some option right here regarding the the bevel. Okay. Let's activate wireframe and let's see the option
that we have here. The profile, maybe we geometry. We have this meter outer, we have the sharp activated. Let's change this to hark. This option is working in
the corners like this. For example, if I
zoom here and three, this tool Arc, you can
see the difference here. And this option is better. I think this, This scenarios. And you just need to
add extra edges and you will get very nice
smooth edge here. Let's turn wireframe off
and see the results. So this before and this after I, this before, you can
tell the difference. So I will keep this at AHRQ. And for this shading
I will ignored. It is not the end of the
world. It's working. I think. That's very cool. Subdivision
surface. We don't need it. One more thing here
we need to do. We just need to move
these vertices inside, as we say, hit G and
move those later. We can control them
how far we need to push them or take them back. It's like to excite and let's
see what we got so far. All right, Let's cool.
Alright, one more thing here. We need to try to fix it. That cap that we have here. Alright, so let's zoom in here
and let's see what we got. Less. Club is two vertices here and
maybe we can, I don't know. Maybe we can move those
down just a little bit key to the Z and move those
just a little bit down. And inside E to the X, I think. Will those just a little bit? And the vertices
that I have here, maybe I can take those out, key. And maybe down
just a little bit. You the CSI. Alright. Let's go to the right. I think I need to align them
with the with the hood. I mean, just need to push
those back, maybe right here. And then take this
vertex, this vertex out. Let's tab out and
let's see what we got is not wrong to have some slightly
variation right here. Because in the real world, that's not so quiet, 100% perfect the edges, even in the car, for example. Here in this area we can see that we have some
variation here. Here. We have a little
bit of gap here. And this area, we don't
have any gap here. We got a cap here in this area. So it's okay to
have a variation. There's not a big deal. Let's will make it
even more realistic. Check, check the windshield here from this era
is perfect aligned, but from here, we got the cap here and
it's very noticeable. So don't worry so much
about these stuff. You can ignore them. Kick this area here,
we have a gap here, and from this area it's okay. Okay. And we have a small
curve, you'll notice that here. So don't worry about
these tough too much. We can accept it like this. Alright, That's very cool. Nice. Now let's check is
everything is okay. Right? From this area. Maybe we can crop this, these vertices and
gets a little bit, push them here like this, and maybe club those here and hit gateways and move
them or not key twice. Maybe I can move them to the
x-axis and put them inside. And those here as well. Alright? And the wireframe, see Club those here, G and move them just
a little bit inside. Alright, let's see
what we got so far. Yeah, very nice. We have
some variation here, and that's totally okay. If you don't like
it for no reason, you can grab those
four vertices, sorry, and take
those key to the X. And firstly, just a
little bit pushing those, maybe like that. Alright, that's cool.
That's very cool. Okay, So I will end this video and see you in the next one.
9. 009 Modeling section Creating fender border: Hello again, we'll come back. Let's say create the
frame around the fender. I mean this one right here. Okay. The suffering
or reference images. And let's try to pick
nice image to start this, the pack, the rear
side is a font. Try to see which image
we can start with. Maybe this one. Okay. I got
these images because as well, maybe this one is better. Okay, so let's go to
the right Ferraris and his yank go to wireframe. Okay, maybe I can
select face from here and we can create this frame. Can we do that? For example, I can select this
face here and hit Shift D. Take a copyright
here, then P as two, separate it from the group and start working with this one. Let's go to the rights with this selected and go
to wireframe is Z. And now let's try to
follow that design. Okay, So let's move
those right here. Let's align this vertex
with this one here, HD Keith with a Z and
told came through on his tablet with
its vertex. Okay? And let's move this right
here, which is a little bit. What else we can do it here. Maybe we can move this
vertex a little bit. Key and move it here. And I can grab these two vertices and take
those down right here. Because there, the frame
that we have here is very small the distance here. And we need to put
that in consideration. For this vertex. I can align it with this one and grab this one
and this one as well hit E and through those
all the way right here, maybe, maybe I can hit U twice and hold Alt
and push this forward. Something like this. Or maybe that's wrong. Yeah, I should leave it
like that for now. Let's see the throat.
We can do grab those here AT and move those
over right here. And maybe we can move this
just a little bit key twice and hold Alt and books this forward just
a little bit like this. Or maybe I can move those
just a little bit bag right here and make another
extrusion down. Something like this. Smooth dose here. Grab this foreign key
twice to take this bag, and then hold Alt and
book this forward. Right here and now Club those both hits END because
with those down there. Yeah, somebody like this. Okay, that's cool. What else we can do it here. Okay, Now maybe we can grab these vertices or I can
select all the pieces. And in the tub, I need to put them in the right
position and they are actually hit E to extrude
those back right here. And the IP and the perspective
we got this result. Okay, now I can select these vertices and
go, for example, to the right and the
wireframe mode hit G to the Z and take those up. Okay? And okay, let's move this one, G and move this right there. Maybe this one we can hit G and move it just
a little bit like this. And for this vertex I need to move with just
a little bit up. Okay? Something like this. And what else? I need to move these
vertices here as well. He and move them like this. Alright, let's see
what we got so far. Let's try to find
image from side. I just need to understand
what's happening here exactly. Right, which one we can use. Okay, let's see. Maybe this image can help
us just a little bit. Right? First, let's
scrub this group of vertices and let's push
them back like this. Okay? And maybe those, I can slide them up to you
twice and put those like this. Okay, that's nice. Alright, cool. Let's go to the right of view and
let's see what we got so far. Alright, well for
this area here, maybe we can make
some adjustment here. I will use knife tool, hit K and make a cut here, and then hit Enter
to confirm it. And they will move
this vertex, hit G. And let's move this
right here, G. And let's put this right here
in this one, this vertex. Oswald became over there. Something like this. Alright, let's try to
find close image here. We need to see what
we can do here. Maybe we can make another cuts. Goes. The slide. This Keith ways enslaved
this right here, maybe even more like this. I need this face to
be flat, like this. And maybe we can make a
Cuts and with knife tool goes here for now, here. And yeah, and maybe, and the wireframe mode from here to this vertex, hit Enter. And now we'll crop
this vertex and take this bag key and move it. Something like this maybe. Alright, that's cool.
Very cool. Rights. Maybe I can grab those and take those down
just a little bit. Slide them key twice. Alright, cool. Now is the time to add
some beveling here. Alright, so let's go to edge. And let's see crop this edge and let's move the
image away for now. And let's give this
mean pivotal weights. One, those here as well. Alt click and hold them. Club those here. Alt click out here to
click and double dose. And those here I need
to be able them. This edge and this egg here. Actually I can, it's
like to isolate this, to work with this
one alone here. Pull up those here, and push this to one, this edge and this edge as well. And this one in this one
focuses to one. What else? Maybe this cool,
this one right here. Very nice. So we, I think we've evolved
everything we gave. Alright, let's cool. Now let's talk about enlists. Check the result of
the bevel. Actual. It's nice and beautiful. The question is, do we need to add subdivision modifier here? And I think we dance. We have some twisting
here and this face, but that's not going to
Coase problem I think in there indicating
it's like to excite. And let's see what
we got so far. Alright, multiply that all. Very cool. Yeah, I can accept this
result is nice. Cool. Let's bring the reference
images and now let's check the bumper with with the fender. Alright, I think
we, we got some egg here close to the surface of the body and really didn't create it right here
to see, can we do that? Let's see, probably
send typeface mode. Hit can throw off to
add one egg here. Very close. And let's take this
up just a little bit. Key to the Z,
something like this. And maybe this vertex we
can move with just a little bit key and move it like that. Manually scrub them. And for this one
maybe I can leave it. And for this side I can hit G and move this just a
little bit like this. And for those here, this Hickey and move those
consult with like that. And then when you be satisfied, grab all the edge that
we add it right now. And it's right-click, sorry, go here and push them
me and Bevel weight to one to give them
a bevel tab out. And yeah, that's cool. Alright. Alright, now let's
check the bumper and Fender here. They can't that we have here is very
small, as you can see here. That's mean we can grab
that bumper, maybe end, we can lift it up just
a little bit like this. And we can touch it. It's more than the crop, these edges and maybe we
can move them in the front, which we can do is we can take the whole design up like this. And in the right
view, I don't know, maybe we can move
this right here, maybe something like this, or let's see what's will
happen if we do that. Our third week of spots
is that makes sense? Let's add an H right
here, like this. And I think we need to move the senior edge right here
and adjusted this one, the old one as well. And move this like that. And this one, new gravitate can throw me
and level it's right here. Or if you don't like to
be will it this way you can give it mean bubble
the way through like, but that's will make
it to my sharp. Okay. We need to support the side with a club so it can throw
our and supported. And as you can see, the the heading is effected
by this in your age. So it will make the clause to this one just to support it. Now it's better. Alright, even maybe I
don't know, It'd be added. Let's turn of
subdivision surface for now. Okay, that's cool. Is activated this end
with normal as well. Now the result is okay. Well what else we can do here? Maybe now at Kennedy crop these edges and
those here as well. And those here. And the wireframe mode,
me be in the right view. I can hit key and push
them inside like that. And let's see the perspective. Would we got alright,
physical to the right. Maybe I can select these faces and move
them just a little bit. But in the right view, hit G and move this just
a little bit like this. Almost right here.
Alright? Alright, alright. Okay, maybe Kennecott
these pages and hit key and move
them like this. And take those down
just a little bit. Maybe even, even those here. This both them just a
little bit, not too much. This vertex, maybe
I can move it. The idea I need this
phase to be flat. That's why I'm moving
these vertices and okay. All right, maybe I can move
those casts a little bit. Right? This tab out and let's
see what we got so far. Alright, It's nice. It's almost close to the reference
images we have here. Yeah, I can accept this result. I think this one is
better. That's cool. Alright, so I will end this video and see
you in the next one.
10. 010 Modeling section Creating the front door: Hello everyone and welcome back. Let's create the doors and let's start with this door,
the front door. Okay, this here we can make, we can use Alright. Okay, Let's go to the
right to view of Ferriss. And I will use the fender
to create the door. I will take maybe a
vertex or face from here because I need the
pitfall and mirror modifier. I need everything. Okay? So let's tap it. It is more than eliciting
what we can be quick and start with the
vertex if you like. For example, I can go to the
right view and the grabbed this vertex and start creating
my door from this vertex. And I can start with the edge. If I select this edge. Let's say Club those, maybe right here, like
this one as well. Okay, let's go to the right. And I will hit E to extort
or hefty to take a Coby. Maybe right here. Sorry. I think I didn't select the last age at X E
to delete this edge, and let's hit Alt click to
grab the entire edge loop. Alright, let's go to the right. Hit Shift D to get Coby. Let's put the copyright
your temporally and hit E and extrude it like this. Now let's grab this edge. Only select everything, just hit Control L. Just select
one edge and then hit Control L to select all the links vertices
and then hit P as two. Separate that. And now let's work
with this one alone. If you're Colby, age
and extruded some time, the faces will be flipped,
sometime, not always. So it's very important
when you do that, you can go here to the face orientation and check the wire. Face orientation. Anything great? We need to change
it. For example, the fender border here it's red, we need to fix it. For example, select this one, tap it a shift and to recalculate the
normal for the door. We don't have any problem. Okay. Let's go back here to the viewport overlays and
turn off face orientation. Let's go back to
the rise of view. And let's move the door back. It can take, it's
all the way right here and keeps small gap here. Alright, tough to the edit mode. And now let's put
these vertices and place this a club those Hideki. And let's put those right here. Okay, something like
this, called this one. Maybe we can move it down
just a little bit right here. And the crop, this vertex, maybe I can move this here. Hold on. Maybe we can delete this edge temporarily
if we don't need it. And let's see, grab
this vertex and maybe I can align
it with this one. Okay? And this one right here. Okay, Let's put this right here. Grab this edge,
this vertex, sorry, hit Q to the Z and hold Control and stamped
with this vertex. Alright, that's cool.
And they got this one. He gives you the Z and
snap this with its vertex. Cool. Now let's push them
just a little bit right here. Alright. Let's go to the right again and let's see
what else we can do here. Let's see, grab this vertex
with this one and hit E. And through those to the
x-axis, something like this. Let's see what else
we can do here. Alright, maybe I can now give
this a solid if phi, okay? Maybe I can create the rectangle right
here for the handles. So yeah, Elizabeth,
that let's go to the right. Go to wireframe. It can throw it out to
add one H here, and move. It can throw out
another H right here. Can throw out one H right
here. And here Oswald. And Let's go to solid club. This face hit E and extruded
inside something like this. And you can delete this
face if you don't like it, or you can copy it and use it heavily and kobe right here. And this one inside it, except to delete it,
we don't need it. Alright? I will hit P as two separate this selected face and lipid, latest timber only. Alright, now let's see
what else we can achieve, what we can do here. Maybe these phases, I can deliver it except
for delete them Okay, let's add a solid defy
to give this a thickness. Before this, I just
need to check is everything is okay. But
let's go to the top. Go to wireframe to see
what we got so far. Alright, Everything
is in place and cool. Okay, now, less tab out. And let's turn off the
modefier. All of them. And let's add solidify to
give this a thickness. On. The first is take
this up and make it the first one activated even
thickness to get even thickness. And what else we can do? I can leave at 1 cm
and turn on Hollywood. Just need the rim. We don't need actual
any thickness here. Alright. When it will be satisfied, it can throw light and
apply the results. Okay, let's activate mirror. Let's activate devil. But for the bevel we
need to target in wages. So let's tap. And let's hit
Alt click to grab this edge. And those here as well. Those here all TFT
click to crop those. And let's open the menu here. And as you go to the ATM
and make me and Bevel weight one to GOT sublevel
here, crop those here. Hold Shift, grab this, push this to one. Alright. What else we can do here? Alright, this is very
important to give it a bevel, alt click, grommets,
and then the bullets. And these edges that we have
here crop them one-by-one. And those here as well. And give them a bubble. This H Alt click and
give it a bevel. Rice. And these edges here,
hold Shift click. Sorry, this more
with me right here. And this one right here. And increase maybe
evaluates to one. Let's talk about
Elisha, what we got. Okay. Okay. Alright, It's very nice. Kicked from this area. Okay, we'll grab these edges or vertices right
here and edit mode. This one in those here as well. And move them just
a little bit to the x-axis to get
better alignments. Key to the X. Those just a little
bit like this. Top out, and there we go. Alright, now let's to
grab this geometry here. And let's tap it. And it's more to hit a select everything, hit E and extrude this
insight, maybe right here. Okay. Let's move this out just
a little bit like this. Similarly. And they grab this face,
move this insight. And to grab this face, hold here, to grab this face. It's I2 inserts and make
some instance like that. Scale the face the two phases, this one and this one. And move those just
ultimate forward like this. Maybe I can crop this edge, this edge as well here and move them just a
little bit like that. Alright. Grab this face with this one and then right-click and make approach break between
these two phases. Hour, That's cool. Let's select this
face and push it, gets a little bit inside. Now maybe we can grab
all of these edges. Sorry. He said he's here. I can give them a bevel. Alright, let's cancel this one. I don't need to select it. Lists hits like to
isolate it alone. Cancel this, cancel this. Well, I can give,
give it a bevel or I can use
subdivision surface. Alright, let's target fears
the outer edges like this. And let's pick all those. Okay, now let's pivot
those who can throw be And both of them
gets a little bit. And let's see how many
edges we can add here. Alright, so let's
open the menu here, and let's make
those three maybe. Now let's see, grab this edge. Alt, click, Alt. You
have to click here. It can throw beautiful
those as well. Or something like this
will work. I think. I tried to right-click
hate smooth. And now we got this results. And if we need, we can give this
subdivision surface. And let's see
what's will happen. Now it's become smarter. Alright? Alright, we got this
edge right here, I think. Let's turn off the bevel. We don't need that
actually because we beveled this manually. So I will cancel this
parabola or deleted and keep the subdivision surface even the weighted normal, I think is not going to make
a huge difference here. Let's see, before and after. I will delete it. It's like to exert from
the local mode end. What else we can do here? Let's move this insight in
G and move this inside. Sorry, Edit Mode, key and
move this to the x-axis. We got some problem,
as you can see, when we, when we moved it, we got some problem
and that's because the auto American, automatic, when you move something at all, it will be activated. Alright, so keep in your mind, if you move something and
you're noted that you've got some change and that
makes it destroyed. Like what I have here. Keeping your mind
that because of the automata which I will
let, can throw this at, turning this off, select all the faces hidden key to
the X and move this inside. And by the way, just need
to make him something. I didn't put this in the edit
mode and the object would, because if I do this, if I move this in
the object mode, I will push the other side away. Alright, this is
why I moved this. And there it is
more than. But if I do this in the edit mode Tab key to the X, I will get the correct result. Okay, something
like this, tab out. And now we got the handle. Very cool. Alright, one more thing
here I need to fix. I noticed this H right here. It was a little bit
goes up like that. Make this age like this. So I need to fix
it. It's very easy. I can just to grab them and
it can throw X to delete them and reconnect them again like that with the knife
tool and hit Enter. Alright, something like this. Now it's okay and perfect. Let's go to the right. I just need to fix
something here. This vertex right here, I just need to push its bag. It can move this.
Something like this. Alright, That's cool. Okay, so this sit for the door. I will end this video
and see you next.
11. 011 Modeling section creating the rear door: Hello everyone and
welcome back here. The secret, the rear door. Okay, let's go to
the right and let's scrub this door
tablet mode, endless. Pick some edges here. We can use them to
create this new door. Maybe I can crop those
are hit Alt, click, select that edge loop
that I have here. And now I can hit
Shift D to take the kobe right here to
the Y and leave it here. And then P as two separate
this from the group. Tap out grubs in Jacobi,
go to the right, hit number three from
the non bad kid, heat and move it
just a little bit. Maybe right here. Just give with a small gap here. And then tap to the edit mode, hit a select all the edges, hit E to Extrude. Extrude this all
the way right here. Something like this. Kimberly, let's
select these edges Control X and this
one can throw looks. Okay, Let's go to the vertices. Number one, grub is vertex and let's put it in the
right position, had key, and let's move this
right here are listed club those
here because we have to the wireframe and the crop this and move it
all the way right here. Grab this one had key in this, move this up here. Maybe. What else we need to do here? I think everything.
Now, it's okay. It can hold the spike
as a little bit. And yeah, that's cool. Right? Okay. Let's check this area. I don't know if this sits right line or maybe we
have a carob like this. I just need to kick
the images and see if we have any band
here and this area. Okay. Let's try to find, maybe this one can't help us. It's looks like there's sits
right line we have here. I think. So. Yeah, let's
stick with the straight line. Alright. Let me see what we
will get after that. Let's make this small labors and less with this image right here. Heartless, go back
to, I don't know, where is it. C,
the semiclassical. What? This line, I think this line
is not going sits right. I think it goes up
just a little bit. And we can compare that. This tried to find,
nice me care. Alright, the distance that
we have here in this area, I think it's as
small as compared to the distance that we have
here. And that's mean. This edge goes up
just a little bit, so we need to keep that in mind. And this black frame that we
have here, it goes insight. But at the edges goes up and
linked to the offenders. A frame like this goes like
that and then goes out. So we need to put this
and consideration. And yes, let's see how
can we do all of that. Well, let's make this
small again. Alright? And how can I fix what I
have here in this case? Maybe I can. I don't know. Let's see. Maybe we
can grab this vertex, hit Shift D, take a Colby and what this vertex right here. Just one vertex, C to E and
extrude this vertex and less, more with this cast a little bit like that and
make it a tilde. Okay? Make a diagonal like this. Alright? So I will use this
edge as a guide. After that, I will grab this H alone and hit the P
as two separate it. And I will a glove this age. Actually, I don't
need any Modifier applied on this edge
because it just a guide. I don't need to
add anything here. So I'm going to delete mirror the devil that leads
subdivision surface. All of these, I don't hate them. So let's take this edge
that guide out right here. And I will depend on it. So let's go to the right now. And let's start with this door. Okay? Alright, let's, let's
grab that guy, the self. And I just need to
put this point. I needed to start from here. Yeah, maybe ends here. Okay. Let's pick up the
door, the scrub these vertices and I will
push these vertices up. Okay, let's take this
image right here. Grab those, hit kid with
a Z and move those here. Your eye on the first vertex. And then those here.
Club this G to the Z. And by the way, you can use
snap to the edge if you like, G to the Z, it's very important
to determine the X axis. Because if you don't, if you use the snap without
giving it an axis, it will snap to the edge
and it will goes like that. Snap like this to the edge Okay, so it's very important
to hit Z. Let's go here. G to the Z hold Control and
snapped here on this one, E to the Z hold Control
and stop it here. Well now we got nice results and I just kinda show you what can happen without using z-axis. I will hit G without
Z and we snap it. But here, cake, what we got. Alright, this is why
I use key to the Z. This one as well. Let's go to the right key to the
Z and stopped here. Okay, the same scenario
for the next door, this one club is
vertex key to the Z. And stop it here.
This one as well. The club is G to the Z
and snap this right here. That's great. Alright, cool. Maybe we need just to move
the vertex just a little bit. Okay, somebody like this. Alright, we fix this and let's see what
else we can do here. Let's create the handle. Now let's add the
edges for the handle. Can throw R&R the H right here. You can, I think you
can snap material, That's right, you
can stop it here. Control R again to snap the
edge to the, this point. I mean, right here. The first edge, I
snapped it here, and the second one here. Alright? And let's hit Z to
see the position of the of the handle Control R. And let's add
one H to the side. Can throw our add
one to the side. And that's great. Okay, Let's hit Z and go to Face
ID number three. Grab this face, hit
P as two separate it actually grab this
alone and maybe I can, I don't know this tab
to the edit mode. And let's hit Select to
isolate it and less Modeling. I just kinda hit
E2 extra insight. And maybe I can crop this phase and this face and make
insets hit I to insert. Or actually you
can maybe a grub, the fairest handle that we
create and use right here. I think this option is, it's okay to do that. Alright, let's move
this right here, right-click and bridge to break
between these two phases. And now we got this. Okay, I think I can copy the
fairest handled. Why would we need
to waste time here? Alright, let's try to
COVID this one right here. For now I will move this
right here temporarily. The globe, this one tablet. It's a select all
the faces and go to the right view had hefty and Decker Coby and this
would this kobe right here. Alright, let's try to put us in the correct way.
Something like this. I think that's great.
Hello, That's great. Now let's grab the door
and maybe I need just to push this edge up
just a little bit. Alright, this edge
and this edge, G to the Zika. So a little bit right here, and we will be good to go. All right, Now let's hit Alt
click to select this a key. This is just H right here and E. And maybe we can
put those inside, or actually you can
cancel that and use just saw defined with
the fire to do that for you. All rights. Okay, let's see what
else we can do. Maybe I can grab these edges and extrude those inside just
a little bit like this. The same scenario like with
like what we did here. And now I can give this a certified to give to
keep it that thickness. Okay. Tab out and let's move
the image right here or I will take it out for now. And let's turn off
everything we have here. We don't want beautiful
mural for now. So let's solidify. Activate even thickness and
turn on grim Ali, why wheat? Because we don't need the site. We don't need that other side. Okay. We just need grams. Okay. That's great. I will put it in the fairest
as the fairest modefier. And actually because
we will apply it, there is no reason even if
you put this right here, it's not an issue
because everything here is turned off and this
is only one is active. You can apply it right
here if you like. And that's it. Okay? Okay, now let's
activate mirror modifier. And we should have
the mirror is cool. Let's activate bevel. And let's turn off weight. And let's turn off
subdivision surface. And now let's touch it. It's more to
retarget the ages so Let's to grab this edge
and let's give it him. People wait to target because
we need to give it a devil. And what else? We have a new AKS here, alt click, hold,
Shift, grab this. And hold here to grab
this one as well. And Liz spoke his 21, great. Now we gave those a bubble, anything blue here
that's being hospitable. What else? What else? What else? Alright, the handle. Crop these edges. You can, if you want to select
this edge links, you can hold Control,
Alt and click. If you do this, you will select the whole edges here inside
and then hold Shift, grab this, This, this, this, and poke this to one. Alright, so what else of this age I think we
need to targeted, push this to one. Alright, this one as well. Give it to one. This one here, because
it's to one and Vc new edges has to
be extruded here. That's pretty this to one. And what else? Maybe those here. All right, Great.
Well, that's great. Now let's tab out and let's
see what we got so far. Do we have any problem
with the heating? It? I think we got something weird happened
here in this area. I don't know what is this
list top and alright, we have in a care about why
we have this heart defects. All right, By the way, if you want to visualize your results with
another mad cap here, you can go to the, this URL right here
to the Hadean second. And you can kink the
lighting from side2 mad caps and with,
by using madhouse. Here we have highlights. The highlights most of the time will determine the bad shading. A few, especially if you
pick this option right here. So with this, okay,
as I can see, I have very noticeable
problem had been right here, if you will see keg
this place here. Alright. So in this case maybe I can use weighted normal to fix this. And yeah, now it's fixed. Oh right, That's great. That's cool. Alright, now let's
pick another Metcalf and let's choose this first one. And that's great. Alright, after that, Let's
hit slash to excite. This chick is,
everything is okay. Okay, let's go to this
option right here. No, this in the viewport
overlay, sorry. And this activates face
orientation, anything right? We need to change it. And I noticed that
these handles, we need to flip them. So TBD, the edit mode. After you grab them, it's a select all the
pieces and recalculate the normal hit Shift
with an Create. Now let's tab article this piece and we don't need
them, delete them. Go back here and turn
off face orientation. Cool. Right? So this is how to create the door and don't worry about what's
happening right here. I extruded those in the left. I was not a big
issue because all of these not visible to the camera. And in this same time there
are editable alignment. We can edit those
and push whatever we want to where we
like. Something easy. But for now I just need to create a car in general
end after that, any details, any to add? I cannot. I just noticed while
I was speaking, noticed that they
have artifact here. So let's figure out this door and less activate,
delete the subdivision. We don't think
it's in this case. Just activates weight
normal. I don't know. Maybe you asking why I
use subdivision surface here in North here because
here we have a curve, I have a care of here
and have a curve here. Subdivision surface will
handle this beautifully. But for door, we don't
have any care of, so we don't need to add extra
polygons and the doors. And for any reason, if you'd like to add
subdivision surface, you can add if you can add the two and you can
support the ages. Support a globes
to support ages. If you don't, you
can keep it without subdivision surface and you
can stick with width normal. It will give you a very
nice results as I got here. Alright, so that's will do it for this video and see you next.
12. 012 Modeling section creating the rear fender: Hello everyone, and
we'll come back here. Okay, lets you create
that back fender. Let's go to the right. I have this nice image and
it's easy to create this. Start doing that. Let's see, grab the back
door that we just created, and let's tap to go
to the edit mode. And this the same scenario
we will forbid right here, lets you grab these edges
and this one as well. And let's go. Maybe I
can crop this a as well. Sorry. This one right here. Let's go to the right. Okay, Now hit Shift
D to take a Coby. Maybe we can leave it
right here temporarily, and then we can hit
E to extrude it, and then we can separate it. So hit Control L
to link selector, just need to select the
door or the sinew or sorry, the senior geometry and then
hit P as two separate this, now this work with this
grommets go to the right. And now let's go to the edit mode and let's
see what we can do first, this club the entire globe and hit G and move this
all way right here. Okay, something like this. And the clubs vertex
and Hikida, the Z. And let's put this
here and this area. I have nice image right here. I can see what I should do here. Alright? The first paint should
start from here. Okay, let's do the
same scenario, but I don't need these edges
right here. I can crop them. It can throw X and
dissolve them. Let's go to the right again.
This edge right here. Maybe I can take this up to you, to this EM, this more,
this right here. Suddenly like this.
Let's grades. And we need to extrude
this raises to create this shape, okay? I will select this vertex and hit E to extrude
it endless ports, one point here, another ETX, throw this one Endless. What's the next point right
here and extrude this even more to have one point right
here, something like this. And what else? I will add crop this
vertex and hits the GUI, or even this one as well. And let's move
those here and move them just a little bit to
the y-axis, like that. Alright, I just need
to kick the images. I need to see what we got here. It's sits right line
actually goes like that. Let's been we need to
fix the door after that. Okay. I'm, I right? Or something like this. That's will be nice. Grab this. Vertex hits Keith wise and
sliders down like yeah, right here. Right, That's great. Now, I can grab
these two vertices, maybe I can hit E and
extrude those up like this. If you want to be precise, you can hit Shift D, take a copy of this vertex and hit E and X through
it all way right here. And let's smooth. It's, I don't know, maybe we can put
this vertex right here to align
everything together. Like we can add it right
here, Starting from here. And it goes and here. Oh, right after
that hit Control L, just to select this edge alone and just hit key and move it out and then
P, S to separate it. I just needed to
use it as a guide. And after that, I don't need to use any
Bevel and a weight. I just need to the edge alone. Even the mirror,
you don't need it. Let's go to the right now and
let's align everything with this top graph has vertex hit the Z hold Control and snagged here this one as
well in key to the Z. Start with here. Let's see what we got so far. All right, now I can grab
those three here and hit F to create a big
face here and this area. And that's great. Let's go to the right and let's see
what else we can do here. Maybe we can create
another edge. Alright? Just grab this edge. Top. Glove is vertexes
key twice and the smoothness right
here to this corner. And it's E to extrude
this right here. Alright, I will use
this as a guide. Maybe we can move
this re-tweets on just a little bit like that. Top, outcrop this
top and rights. Now let's the globe
is vertex set E to the Z X through this
already right here. Can snap it to the edge. And the crop, all of these vertices has F to
create a big face right here. Alright? And what else we
need to do here? Let's do problem is
vertex hit E and extrude this through the wire
right here. Can stop. It covers key. This bag Key and take this up. Alright, something like this. Who can I pull it? All right? And maybe we can make
another extrusion down. And this add one here as well. Grab this with this club, all of these rights and hit
F to create a big face, sorry if, and there we go. And now we got this triangle. It's F to create a face here. Okay, That's great. Let's make a cat's goes from
this vertex to this edge. Just hit K to activate. Then I've tool and make cut from here to here and then hit Enter. Alright, we don't
need this edge to a, we don't need to add any means, but we'll wait for this age. So I just grab it and
push this to zero. Like this. You can make this small
just a little bit. Let's put this right here. Alright, cool. What else we need to
do here? Let it go to that, to the right. And now we can, we can grab all these vertices and
put them in the right place. Because you go to the top, maybe that's will be easier for us. We can actually either another
guy right here to help us. So I will select any
vertex I can see. I will add here with the
to take a kobe right here and hit E to X through this vertex there,
something like this. We can move with just a
little bit to the X. Alright, so now This a new edge
selected Control L and selected hit you do
is you can take this up and hit P S to separate it. And I will use it as a guide. You can delete everything here. Let's go to the top and listed blob the
vertices I have here. And let's push them
one-by-one to this age. Okay, let's go to the top and let's see which
one we need to move. Start with this one, the C and the right,
everything is correct. Or maybe we can start with
this one actually crop this hit G and move
it like this snob, It's with this with this guide edge as we created the same CNR for the next
vertex and go to the top, hit key and move it
and hold canceled, snap it to this edge. And this one as well. Crop it, go to the top, hit G and stop it right here. And this vertex
as well, the key. And stop it here. Man. Yeah, we finished. Great. Alright, that's cool. Maybe we got some
misalignment with the door. We have small a goes like that. I have to option to fix this. I can grab these vertices, all of them and
move them back as a little bit key to the X. And will those just a little bit too aligned with the door? That's that's will work. Alright. We have some twisting
happening here. We need to be
careful about this, so we need to fix this. I will hit Control
Z and cake before. Alright. In this case, let's, let's see how can we fix this. Alright? What I will do is
I will adjust the doors. Alright? I will keep this result as is, and adjust the
doors later, okay? Because this is the best. Okay, now we need to crop maybe these ages and maybe
extrude those inside, hit E and K through
those inside like that. Alright, maybe I can move this right here and
snap to this vertex as well. Something like this.
And for these edges, Let's go to find another image. Just need to see what we
have exactly right here. Should we extrude it? All right. I guess just need to find
the close image here. Maybe I can make this a
little bit wider. Alright? We have any image, can show us what
we could do here. Oh my God. I find this image right here. And I think the fender
ends here to this line. Goes like this, this and other accumulate three
we need to create. Okay? I am not so quite sure, but
I think it's like this. In this case, I will use solid defy to give
us a thickness, but I just need to American the vertices as I have
here before I move on. So I will grab those, hit M to open the marriage
and America at center, for example, line it will be
married. Let's check this. I will look up one and move it already. That's
cool. It's marriage. Let's go to solid and let's put this image right here
temporarily and top outs, turn off everything for
now at solidify and 1 cm. Okay, that's cool. I will
hit Control a and apply it, but don't forget to
activate even thickness. And I will accept the
interface for now. Okay, and I will
apply it Control a. And cool. Now I will go to the edit
mode and I just need to select this edge called cancelled the club
this edge as well. Alright. What I need to do is I just need to make this like
a triangle like this. So in this case what I can do is a circle, this one as well. In this pair here, I will hit, can throw a bit to bevel and
just add one edge like this. And developed like that. So now we got diagonal results, goes like this inside lists, push the bevel, what's even more until it's reached
a point and stop, activated clump, overlap and
poke this until it stopped. Okay, Now, let's
see what we got. We got this edge
is very close now become it will
rebuild this again. I just need this E2 to the
end can throw be and bubble. It seems like it's
not three to the end. Alright, that's not a big issue. In this case. I
will go to vertex, hits a select all the vertices, and just zoom here, hit M to open them years menu and choose married by distance. And it will increase. The distance, gets a little bit. But not centimeter
to haul 0.5, maybe. Because 1 cm is too much. And now I just me, I like these edges. Okay, now I can tap out. Alright, cool. Let's see what else
we can do here. Alright. Now, I need to choose some ages and give them in
beveled weight to make the bevel right here to target
them and the whole them. So let's go to a Alt
click to grab this and increase main
bevel weight to one. And the crop this a Alt click and push
this to one as well. And what else? Alright, let's see
what else we can do here. Good luck with this one. Alt click and mean
beveled way to one. And these ages here as
well and club them. The same scenario, those here. And this H right here,
this one as well. And this egg here. Already, That's looks nice. We can hit slice
to isolate this, to work with this one alone. Maybe I can grab this one
and the village as well, and this edge right here. Alright, this corner,
maybe this one here. And even those here inside
that can target them and pull them. All right, that's cool. I think we just select
everything we need. Even this one, there was
no problem to target them. Cool. Now I can go to face and
select these faces inside. I don't want them
manually like this. Hit X and F to delete them. That's great. Okay,
no less activates the modifiers and let's see what we will get so far. Tap out Let's tumble around. We have
any problem with the hidden? Yeah, we just have this
aqueous nothing selected. Grab its medieval boy, 21. How about already, That's cool. Let's hits light to excite, and let's see what
we got so far. That's cool, but we just
forget something here. I just need to show you
what we need to do now. We have this small habia
we need to create. But that's fine. Nice image to show
us what is this? Something like this right here. Alright. Alright, it should
be created like this. So let's go to the
right and top to the edit mode and
go to wireframe. Should be right
here in this area. So let's see how
can we create it? All right, maybe I can
use the knife tool. I can do that to create this. So let's use the knife tool. Hit K to activate knife tool. And let's start maybe from here. And let's add a point here. If you want to go strikes, you can hit you can hit Z couple of time and make the cuts a
threat like this. And his you again
to turn this off and you can hit this
again to turn this on. Anyway. Alright, see, one cut
here has Z and one, I don't know, maybe here like
this, and then hit Enter. Alright, It's not
exactly what we want it, but we can move the edges, hit U twice and move the age, or it does not gonna happen. I can grab those
manually and achy and move those all the
way right here, maybe. Something like this. And I can make another cut using the knife tool from here, two here, and then hit Enter. Alright, so now we can
see in the solid mode, would we got so far? Alright, now let's
make some connection from this vertex to this vertex. This symbol around and
make cut like that. Hit Enter and another
cut like this. And you may ask why I live, that's why I connected these vertices to
the edges because this is better to avoid any
kind of shading problem. Leaving the vertices in
the middle of the surface is sometime causes some problem, especially when you
want to add the volt. So it is very important
to connect to some, to something like
what I did here. You can crop there and connect
them to the coordinates. But for me this, this connection
will be fine, alright? But we just need to tweak this just a
little bit because I think we made it too much big as compared to the
me, but I have here. So let's go to the right and let's say Club
is two vertices, hit gateways and slay those. Alright, don't worry if we
got some diagonal shape, we can fix this theater. And let's say club. Maybe this one had key and hold Control and
stab it right here. And maybe I can a club
it's trying key twice and push this up right here. This one key to the Z and hold Control
and stab it right here. Here, Sorry, key to the
Z and stop this here. That's weird. Sorry, we used edge snapping. We need to three this to vertex key to the Z and hold
canter on a standard here. Alright, now I think
it's makes sense. Now I can accept it, find it to make a
little bit bigger. I can grab those headquarters, can take those down
just a little bit. When you will be satisfied with the result, grab this face, hit P as two, separate it and
the crop, the back fender. And it's like to isolate it
and tap to the edit mode, crop these, This, this edges hit E and extra dose inside just
a little bit like this. Now you can crop
these edges and hits, can throw will be a sorry, you can increase the
VL weight to one. To give this just
a little bit of beveling and less exciting. And let's see what
we got so far. Alright, eight, hey,
can see the bevel would clearly and that's
because we need to, I think we need to move this
vertex just a little bit up. So let's go here
and it's key twice to move this up to twice
the small dose up. And let's tap out and
let's see what we got. Very little amount of beveling. Okay? Alright, maybe we can
club this vertex and move this up here
twice, like this. Now, I can see some full
keeping your mind some time. If you, for example, I just kinda show something
here. It's very important. If you leave the edge like this, That's what effect the bubble. So keeping your mind To move the vertex in the place to help the
bevel to work correctly. Okay, I will activate
wireframe and just need to show you what's will
happen before and after. That took up this
foreign key twice. And let's take this, sorry, controls a couple of times. This we just, alright, I just kinda hit Control
Z couple of times. Less activity wireframe here. And let's tap, Let's see what will happen to
the wireframe if I move this vertex down key
twice and take this down and see what will happen. Alright, so keep in mind to put, give the bevel space to work correctly by moving
some vertices, right? Like what I did here. Alright, now
everything looks nice. Let's turn off
wireframe for now. Alright, now let's hit slash
to excite and let's pick the senior based the
top and the grommets. And we don't need another
one on another side, I think because we have this small rectangle
just on the side. Yes. Right here, about two on
the other side. Let's see. Do we have oh, okay. Yeah. We don't have
on the other side, so we just need to own one side. Okay. So delete the mural, we don't need to mirror it. Tab and let's say grab all of these edges and
hit E and extrude it. We have face right
here. We don't need it. And actually we don't
need to extrude that match this face
XF to delete it. And now let's target this edges. You can hit a or you can, yeah, let's select
them manually. The silica dose here, these figures and those here and this tosylate
all the edges. Chaos creates the
mean, but we'll wait. And that's its top out. And now it's okay. Let's hit Slack and let's see
what we got so far. Maybe we just need to fix
the face orientation. I just need to check because I think there's some problem
in yeah, that's right. We need to flip this
top hits a van shift and that's its turn
off phase orientation. Alright, we have a hole
here on this side. I will leave as for now, I let her when I be sure that I didn't need to adjust and do
anything, I will delete it. But for now I will leave it like this. There's no problem. Okay, So listen,
become almost 25 min. That's too much. I know. Sorry for that. And see you next.
13. 013 Modeling section Creating the rear fender border: Hello everyone and
welcome back here. And this video I need to create the rear fender border
and the Rocker panel. Rocker panel, I'm in
this panel right here. I'm just going to show
you this panel here. Let's try to find
another image here. Alright, the panel that we have here underneath the doors. Alright, we need to
create it as well. And let's see how
can we do that? Okay, Hard to find nice
image. Which image? Maybe this one. And let's activate screencast. Let's add here number one and a line this where
two alignments. And maybe I can move with
just a little bit right here and hit Enter
to close this panel. Change the color to something, light, hit N two closest. Anyway, let's go to
the right theorists and let's see if from
where we can start. By the way, I have some
problem with some of stuff. I mean, for example,
the air right here. I know that I have some problem and that'd be have
some overlapping, but we will fix
all of that later. Okay? We have some overlapping
here, as you can see, we need to put this
inside just a little bit, and I love that, but we will fix it later. Alright? Alright, now let's try
to create everything. And after that, we
will fix this stuff. These problems are very
easy to fix because you got to write and his
younger to wireframe. I just need to see
whether we got here. Oh, that's cool. I think I can pick face from anywhere and use
it and start with its soap. I will it grow, for
example, the fender top. And let's go to face
endless co-benefits. You sit here with the end, cope if it's right here and
then hit P, S are separated. Alright, endless
Users, tab lists align those as Z zero Enter
just to align them, those as well as is easier
onto those here as Y is zero, enter those here as well
as why is your answer? Maybe I can take
those up, maybe here. They those down G
and move those here. And let's go to wireframe. And now let's try to create
what we have here again, take this right here for now. Those here, something like this. Maybe those up
just a little bit, sorry, you to the Z. And this vertex, I
just need to move it here. Move this here. Right? Let's move those here as well. Alright, in this one
maybe right there. Okay. Alright, let's see,
grab those here, it's E and extrude
them right here. And for this vertex key twice and the slightest
forward hold Alt. To push this forward like
that. Have those two. I need to move them. Yes, a little bit. Key twice. Hold Alt because
those forward here, and then eat and take those down as to the Z zero
Enter to align them. And let's put those right here. Pb 0 rights. Where should we put them?
We just need a small gap. I think we have small gap here. This era is dark and I can't see what's
going on right here. Alright, so let's try
to find another image. Another image,
another image. Rice. We have maybe this from
the bag. I don't know. Yeah, we just have
small gap here. We need to put fan
consideration due to the Z. And let's put this right here. From this side, they grab those, hit E and extrude
those right here. Something like this. Crop, this foreign key twice and hold Alt and
push this forward. Club those two key twice and take those up
just a little bit. Maybe right here for now, I will later everything. Alright, so that's what
we have done so far. I will hit a, let's
go to solid, hit a, select everything, and then
hit E to extrude this out. And let you go to front to see
what should we extrude it. We need to align it to the
ferrous fender border, hit G and move it
just a little bit. And yeah, right here
maybe we can put it. All right. That's right. Alright,
what else we can do here? Let's try to understand
it even more. All right, let's see, grab
these vertices for now. Hit G twice and take those
all the way right here. Something like this. The same scenario
for those here, grab them key twice And let's move
those here and try to make the distance
even from the right, Maybe you can see that you twice and just
move it like this. Alright. I think that's too much. Maybe I can take those back
just a little bit like this. And for this one key, but don't hit G twice
because if you Rickey twice, you will take it like
that goes like this. I don't think that that's wrong. Okay. You can hit G twice inside and hold Alt
and take it forward. That's all work, by the way. And for this vertex as well, key twice and take
this bag here maybe. Alright, Do we have
any variation? Gets a little bit
key twice and move this just little bits and side. Alright, so that's
what we got so far and we can edit it at free alike. Let's to grab those
four vertices. He can put those inside to the x-axis aligned to the body. And what else? Do we finished here? Okay,
There you go to the right. Cool. But we got just
small issue right here. We need to align the edge, this edge right here. Because I, let's try
to find another image. For example, this
image right here, as you can see that this border, it's aligned with this hatch. So we need to do this. Okay? So we have just
small stuff to this. For example, I can
call those two and move those just a
little bit like this. And in the tub as
well, too close. I mean, take us to
push them up to the Z. I think that's too much. Maybe I can take up those. I can hit key, sorry, just heat and move those to the Y just a little
bit like this. And what else? This is vertex is a
little bit like this. Maybe those, I can move
them gets a little bit. Okay. Cool. Let's see what we got so far. Alright, here, this, the border ends with a buddy and
that's clear here. But for this area
is not so quiet, clearer because I don't
know if this edge goes to try down or goes
instead with a body, with the tilt of the body. So we need to find
another image. Yeah, it goes inside. That's right, That's cool
because the inside, alright. Alright, but here we
have a small edge. Alright? Because this goes and attached
to the body like this. When it treats the body, it goes right like this. So we have a small band
we need to take care of. So let's try to do that. I will hit Control R to
add one H right here. And this inner edge, we need to edit it so
It's very easy actually, you just need to
treat us to vertex. And for example, a club
these two vertices. You can isolate it if you like. Grab those two vertices, Hideki to the Y, hold
Control and snap. It's the same scenario for
this and this one right here. You to the Z and stop this here. And for this one key to the wise that this right
here, go to the right. Let's see what's we have. We have some variation, okay, That's okay. This right here. What else? This one as well. Key and move this just
a little bit like this. And we have no problem here. We got some problem key to the Z and move this right here. And for this, I don't
think we have problem. Let's go to the right again. There's kegg, the area here
we have some variation. Get dizzy and take this up just a little
bit. I apologize. Alright, cool. What else we need to do here? Maybe we can take those. Are those inside Turkey, sorry, G with a Z and slowly
gets more of those here. If you want to align them, Club those hit S through
the easier Enter. And it will be good to go. The same scenario here. Those S, Z is zero
Enter and that's it. How about his Z to
go to wireframe? And this what we got so far. Alright, top. Let's move the image right here. Timberlake and delta H. Club the edges that you
want to grow up to age Alt. Click for this one, alte
haptic look for this one. Hold shift to click
for those as well. The same scene over here, grab everything and go to eat them and give them bevel weight. I'll write those here as well. It's very important
to copy them here. But we'll wait. Right though. This edge, this
edge weight to one, those here as well. Alright, preferred
way to one. Great. So now become blue. That's been now with a bevel
modifier target these edges. And that's what we want. Alright, we just have this
edge and this one here, maybe Grades, tab out and
destroyed. We got so far. Alright, before walking
correctly and nicely. Cool, everything
clobbering, clean and beautiful. That's cool. Let's go to the other parts. Or let's try to
understand something. I think, I think the
tilde that we created here is just some adjustments. I think I'm also quite sure. If we compare the two
result. I don't know. Did I gave it the correct angle? Maybe I don't know. Maybe I can break this small and that's something
easily by the way. And something else I noticed, I don't know, where's the image. Whereas image. Alright, this in the front.
This is what's happened. The front weak beat, that's something extra here. I don't know. Alright, we don't
have it right here. But we, we can check this later. Yeah, it goes like triangle. I didn't want stats. So that's mean is, that's mean. Sorry, this type of the ethmoid, this H right here. Those here should go just a
little bit like this maybe. And this one should go forward. Backward, just output like this. Yeah, that's what should happen. I think. And I think we need to take all of these inside
just a little bit like that. Maybe I think this is
our rights results. But I will check this later. It's not a big issue. Had key and let's take
this house maybe here. Okay? I'm trying to avoid the twist because
if we have choice here, I will get bad shading. As you can see, we have
two H's here because I twisted the border
just a little bit. Let's take this Bagchi to there. Why? Hand a line it
just check the face. If we have a twisted
face, I mean like this. Twisted face like this. We can avoid this when we
add subdivision surface, but I'm trying to avoid
Adding subdivision surface. Okay. This Tobias. Alright, so the angle that
we got here, it's yeah, it's similar to the angle, I think for any reason if I want to change
it, I can change it. This something very easy. Let's go to this area and let's see what else we can do here. Alright? Alright, kick what we have here. I think the whole fender
goes inside or not. Or maybe this is the camera lens affecting the, the
proportion layer. I'm also quite sure actually. Alright, so let's try
to find another major. I didn't find enough
information to understand exactly
what's happening here. But I noticed that
the fenders borders, they just Nazi tried
node goes like this. Try they got the big goals inside just a little
bit like the soap. Maybe I can grab the vertices and just take
those out just a little bit. And the wireframe mode. So select all the borders and
just hit G and move those just a little bit
like this. Like that. Now, they are correct like this. Okay. And the band that we have here, maybe we can increase even
more just a little bit. I mean, grabbing the
vertices here and push those inside gets a little
bit and that's not difficult to accurately. You can grab everything, the borders and the doors and the front friend or and
this one as well and tap. And you can grab them all from the right view
if you'd like. And the wireframe
would like this. And you can just
push them just a little bit to the
x-axis, key to the X. Those just a little bit inside. Not too much and tap out. And for me that's, that's better I think, to leave them like this. And what else we
need to do here? Maybe just small tweaking here. Alright, because I made some bend here to this area
and the border goes stride, so I need to take it down
just a little bit here. I can go to candy, grab all of these vertices
scene where frame and hit G twice to take those. A bag and hold Alt to book
those four like this. And I can activate
the knife tool, hit K and make cut from
here to here like this. But you will need
to hit C to cut through and left-click to
confirm it and then Enter. And now with this face selected, we don't need them anymore. Okay, Let's go here. Now you can grab this face with this face and hit XF to
delete it and grab this. All you can hit can club these phases and it
can throw a plus to grow the silicon and just hit Control X to dissolve it. And that's it. Actually. One more thing here
you can do it. You can go to vertex
club is vertex with this vertex and hit the J
to make another connection. And this new age just give us the weight of this age like this and this one as well. And this one right here.
Alright, this one as well here. As great. And not the result
is better and make sense. Alright, that's cool. I will end this video. I don't think that to
make this video too much longer and see you
in the next one.
14. 014 Modeling section Creating the Rocker panel: Hello again, and
we'll come back here. This video or less, you
can recreate the workers. The workers. I'm in this right here. Okay. Let's go to the
right and they see what information we have here. Alright, so as we
learned, we can take, we can take a face from
what we created and edited. Let's grab this face
here with diane, copy it and skill
is to the x-axis to make it flat, has zero Enter. We can start with
this one to create the Rocker has this
code to the right, and let's hit P as
two separate from the group tab out and
select this top end. Club those two vertices
S to disease here, enter it just to make
it flat from the top. Club those and take those
down and those as well. We can take them
down right here, maybe, something like this. And we need to check the images and see
what we are doing. And let's see what image we
can count on and use it. Or maybe this one. All right, what
else we have here? Okay, let's take this down
just a little bit, sorry. And key to the Z, something like this and the club those
as well, key to the Z. And align these
vertices right here. Let's move those,
maybe right here. Grab those to get this he and take those just a
little bit right here. And let's club those analysts, take those on the other side. There, maybe can move them
just a little bit like this, feel like, alright, so
this is what we got. Hit a select all the vertices, hit key to the X and push
those inside right here. And maybe we can extrude this and it is literally
just hit the end, extrude it out like that. And when you will
make the extra, you can just check the
phasor orientation as everything is okay. Everything is blue. Everything
is okay. That's great. So this is a first step. I've told us maybe we
can grab the lower, the bottom edge
and hit Q to the X and posttest inside just
a little bit like this. And maybe we can
hit Control R to add an edge right
here to this area. The same scenario here as well. And grab this face
and push it inside just a little bit to
the x-axis. Like that. I might write
something like this. Skills, maybe we can move this even more inside like this. Alright, so now we are
getting something close. I will add another eight here. Alright? To try to create something
similar to what we have here to make this
continuous down. And I will grab
this face and hit E to the X and push this
inside right here. Let's align those sexually. So I will grab this
edge and hit Q to the X and push this just
a little bit right here. And now they are
aligned and beautiful. And for this side, the same scenario can
throw out from the right. Maybe that's what
will be better. Can throw aren't add
one H right here. And the crop this HD heat with the X and move the chest a
little bit like this. And we just need
to understand what exactly happened here
through the bag. I think we need to take the fender border
and move it down. It lists try to make
sure that yeah, this the bag has a bike I think are the front.
I'm also quite sure. Notice the front area. Tried to find an image from
the pack and write this nice. All right, we have a dark
shadow right here. That's mean. We have another band
maybe in the body, and B will take
care of this later. Alright, let's try
to find nice image. Well, alright, so it seems
like we have some gap. I'm also quite sure. I don't know, but maybe
we have small gap and some version of this vehicle. Everything is dark This one as well as dark. So I'm not going to worry too much about what's going on here. I will leave it like this
and maybe if I want to give, make yourself more interesting, I think I can grab
these two vertices. I don't know. Maybe I can take those down
just a little bit. I think that's will
make more beautiful. If you don't like
it. Don't do that. Okay, and what else
we can do here? I think now we can
give it to a bevel. So let's say grab this edge and hold Alt Shift and they
got this one as well. And they will bevel
those manually. You can use bevel
mean vivid weight, but I just need to make the
bevel here a little bit big. And let's add three here. And what else? And those here, grab them and give them
in, but we'll wait. And what care about these? I can give them small amount
of beveling the same amount. And those here,
this H right here. And what else? Let's move that image
right here temporarily. Sorry. Let's Alt, click on those. Weight one, club those manually. The VL weight one.
And that's cool. Now let's tap out and let's
see what we got so far. So we got smooth area right
here and that's nice. Alright, for any
reason if we don't like the bevel for this Rocker, we can go to the bevel and increase that amount just a little bit and
make it different. If you like, who
can do this or for any reason if you want to
make variation in the bevel, for example, let's
go to the syllabus and let's go to the bevel and I will increase hypovolemic. It's a little bit
bigger like this. Alright? You may ask, I don't need these edges to get
too much bevel. You can crop them and can throw the novel weight
from here if you like. Alright, they can, for example, give those going
to bevel weight. And if I tap out, this area would be tighter. Alright, if I want this
one to give this 0.3, you will get some
variation between this bulb we have
here and this one. So you have the ability to again throw it from
the purple weight. I will hit Cancel as he couple of times just
to cancel that. But Adding more
but for right here is make more sense for me. For those here, maybe
I can give them, give them another bubble. I'm only 0.5 and make
it a little bit, maybe 0.3. Make it a little bit. Throwing here the
bevel or tight. And let's see if
that's affecting the shading without
affecting the hidden, I will cancel it. Alright. Yeah, that's what
effect that shading. And let's see, how
can we go around it. Maybe we can turn off the
weight normal in this case. Or maybe we can go to bevel
and increase a segment. Or even change the method less activate the world wherever me just need to see
what we got here. Alright? In this case, maybe
I can tap it, it, it is more to end the
club this face and hit I to insert
the space inside. Just a little bit like this. And I can crop these edges here and then give
them bevel weights. And you might ask why I did that because check
what's will happen. I just can change how the bubble will apply here on
this area when I push this. And that's will help us to make this even smoother
cake before and after. So something like this, maybe that's will help us to fix the shading here and yet
it does, I guess fix it. As just nice trick here. You can use a few cards. Problem, this club, this club, those here and King the
bevel way to maybe 0.3 hits Enter or I should be cut problem hits I inside this inside. And by the way, those I don't need to
give them a bevel, you can switch those 21 and
let's say crop those here. And let's manually
hold Shift and give them a small amount
of bubbling until you fix that Hayden here and
I said, cool, right? What else we can
do here on earth? Notice activate weighted normal, and now it's will work
correctly without any problem. So result like this, we can accept it.
It's nice actually. Oh my gosh. That's too much. Alright, What else
we can do here? I like what I did here. Everything looks
nice and beautiful. They can accept this result, but not for this age. Maybe I can just change the
bevel way 2.3 and tap out. And let's see what we gots. And now I think it's better. Let's activate
wireframe for this. I just need to see
what we got so far. 0.3, I think there's too much 0.3 this tab again and maybe the changes to point to
to turn off wireframe. Let's see what normal
before and after. Right? Cool. If you still have problem and you didn't like what you have done. We can use subdivision
modifier to fix all of that. So for example, I will turn off bevel and turn
of weighted normal. And I will go through them with the fire and your
subdivision surface. And let's push this to two. Now it's become,
everything becomes smooth. Okay, now I will tap
into edit mode and I can manually crop these
edges and Bevel them. You can count on the bubble
actually are heavier. So what I will do is I will
hit a select all the edges and take the bevel weights to zero just to
clear everything. Alright? And now I can start they
can giving these bevel. Alright, now we don't
have any bubbles. I will delete weight normal. I don't need it for now. And I will hit a,
I will hit zero. Enter just to zero
out everything. I can start fresh
Adding a new bevel. Alright, so for example, the sicker up those four edges. And sorry, not this
one, those here. And let's activate the bevel. And let's change the bubble
amount to one. For now. Let's give this VL weight and let's see what you will get. Alright, how many bevel
we need to add two. Alright, that's will be nice. Right-click here the
small. Don't forget that. Alright, tab outright,
right-click here. Smooth. To make this smooth
top end. And now what else? We can necropolis the crop these edges and give them
medieval way to one, just to level them
over the bevel, that too much you can add
0.1 here and start with 0.1 and see what you will get. Or you can leave the amount here big for the bevel and you can control it from
main bevel weight. So let's see how much
we can give those. Alright, How about now we
got sharp result here. I will, maybe I can grab those. Alright, so let's select
those, the four, that, four of them and less
money below the mean, but we'll wait
just a little bit. I just need to increase it. Alright, I will keep us to one so I can control the
main bevel weight. I think that's will be better. And from here I can control it and give it the
amount that I like. So let's give this 0.3 a bevel. And those here, I will
make them tight so I will take the weight back to
something like this. As grades caught. And these edges, I will devote
them. Yes, a little bit. Alright. That's cool. What
else though is here maybe could have this touch
it is mod grab these. But for them just a
little bit, 0.1 maybe. And the club those
and let's add points to tab out and now, okay, that's, that's great. So this is the result with
the subdivision surface. Alright. That's cool. Alright, let's excite. We have weird shading here. Maybe I just accidentally hit G and C. I just duplicated
these edges exited in the, sorry, I will hit a
select everything and hit M to open
the Image menu. And marriage by distance to
kill all of these vertices. Alright, I just hit Y and the, it is more than those. And this goes to this problem Tab out and now it's correct and I don't
have any problem. Alright, so we just
need to fix this even more because I use
subdivision surface. There is something very
important I need to fix it. Well, make some comparison between this big face and this, and this and this. When you use subdivision
surface and you have something like this big face here and next to it, you
have small face. The old. The algorithm
will push the, the geometry to the big face. And that's will
affect the balance. In this case, what
you can do is you can hit Control R and
add, for example, three acres right here
just to fix that and bring back the pallets
between these faces. The same center right here. If I tap, I have very big, huge face right here in very
small one here or here. So I need to divide this and
fix that and make it better. That's will increase
polygon count, I know, but that's will help you
to get nicer result. Kick this area for example. This is before and I will add some ages three or
four and this after. You'll notice that the
kidney will be better. Alright? What else
we can do here? I think that's all. I will talk. Maybe I can add
two edges here or one H here and take this up and checked before
and after a kick. But what's haven't checked the
stretch that we have here, how it goes up key twice
and take this up here. Control Alt key twice, and take this right here. And maybe grab this
one key twice and push this right here just to
make this area tighter. And the same scene or maybe for the other side can throw our and add one
edge to this area. And even for the side
actually can add an edge. When you work with
subdivision surface, always keeping your mind
to add support edge loop. This is the law here,
is how it works. Now the Hadean is better and now we can see that we
have sharp edges. Now they are back and
everything looks cool. And I know the video become too much long for small
piece like this, but we are learning here. I know that, but I don't
have another choice. I need to explain things to you. Maybe we can add another
edge right here. I know maybe that'll help us to define this
error even more. Or maybe I can grab these edges and just
push them to each other. This just to define this area. All right. I think
that's will be better. The same scenario for
her or I will leave, It's from the front area. Like this. That's cool. Cool, cool, cool. I saw this sets this how to
create this piece. And yeah, see you next.
15. 015 Modeling section Creating the windos border: Hello everyone and welcome back. Before I move to
create anything else, I just need to make
some tweaking. First tweaking right here, I noticed that I
found it image here. I found that the pack
rear fender border reached the Rocker right here. So I just need to move
these vertices down and even maybe I can push this
just a little bit inside. Alright, so it's just
a small tweaking here. We can create them quickly. So let's go the front top, rob this group of vertices
and the wireframe mode. And here, just make sure that you did syntaxin
to select anything. We don't, for example,
these vertices. Let's go back again
and let's try to pick them carefully.
Something like that. Alright, let's make sure that everything gets okay, great. And I will hit the key
and move those inside, maybe right here first. And for this crop is vertices
in the wire frame mode. Go to rights and just hit the key to this
and move those right here. Tumble around and
let's see what's, what else we can do here. Alright, just these
vertices as well. You to this EN, take those here. And this one, I can
push it like that. Or even I can make it. Yeah, you will live like this. Now we got nice result. I think maybe this one as well. I just need to move
with just a little bit. That's great. By the
way, you can grab the whole border and push them inside the
bucket inside if you'd like to cover the body right
here, and we will do that. Not right now. Or maybe we can't
ignore it as well. That's all walk. Alright, one more thing
here we need to tweak is the aqueous right at this sorry, this penetrating
that we got here, we need to tweak it and fix the problem
that we have here. Let's see how can we
start doing that? Or is first thing I
just need to kick is everything is as
everything is okay. For example, let's
say grab this, the front fender endless tap it. As I got this vertex, I will hit Shift D to copy it and right-click
to leave it the same place. So now we have vertex above, vertex I will hit E to extrude this vertex all
the way back right here. And now I got a new age. I will hit P as two separate us. Cool. I don't need any, sorry, the scrub the egg and less delete
any modifier here. We don't need of
me Roswell grill, obviously you've got to
the right Top Glove is vertex and hit you. And let's put this
vertex right here. Right here, okay? Something like this maybe. And a single hub
is vertex as well and hits E to throw
this to deserts. And from the fonts, we can grab this and move it
like this to the windshield. And any penetration happen here, we need to fix it. So this will be our guide. Let's make sure that
this on the edge. Alright, so that's cool. Independence ration
happened here. We need to fix it and
to get correct results. Alright, now let's
go to the right. I just need to do something. I will look it up this
vertex and hit G twice. I just count to
move it right here. Or maybe right here above
the end of the windshield. And grab this one initial
to activate auto smooth, hit G twice and move this
one and voltage with this. I've started that hotkey to
activate and I've tool and make cut from here and hit a to make the cut straight down. And click another click here
and hit Enter to confirm it. Now we've got this new vertex. Go to wireframe, hit G twice, and slide this vertex down
here above the windshield. Keith wise and let's
move this right here. Maybe Keith whites just to move this just a
little bit freer. And now, Perfect. Maybe just like this. Sorry, he's wise. Hold Alt and push this
forward just a little bit to be above the windshield. Less hazy. And let's
see what we got so far. Alright. Has everything is okay, cool from here and the
vertices still in place. Okay, now I will use this as a guide to fix any
problems that I have. From here we don't
have much penetration. So that's cool. I
will ignore this, but here we just need
to fix this area. So I will grab the door
tab and go to Wireframe, grab those here
and hit G to the X and push those like that. Go to Wireframe, grab
those here as well. Gee, to the X and push those
just a little bit like this. I don't know. What
about those here? Maybe you can ignore them. Not a big issue here. So we fix the problem. Maybe we can go to the
right and go to Wireframe, grab those here and hit just
to move them like that. Alright, What else? Everything, it looks nice. Alright. That's great. If we
have any misalignments, for example, I think we
got some missile interior. I don't know. Do we maybe fender? Yeah, I just cannot from the right hit the
key to this year. Maybe we can move this just
a little bit right here. And from the top, maybe
we got some problem. Do we key and move this here
and make it peer-effects. Alright, that's cool. So let's see, create
the borders fierce. And then we will
create the windows. And I will use this guy
that I just Creative to create the border because this guy is exactly
in the correct place. Let's go to the right endless
tap to the edit mode. And maybe we can, I don't know, maybe we can use insets
and let's see what's, I will get it I to insert. This makes some
insects like this. Alright. And from here, alright. I've started that. I will
delete this interface, hits X, sorry, X F to delete it. And I will add an H right here. In the rights, I can
crop this vertex, goes diagonally, Keith whites, and move it all way right here. This one as well, key twice
and just slide it here. Grab this and the wireframe
key twice and move this here. So now this face,
we don't need it. You can hit XF and deleted. For this area can throw
all are too hot air here. Club is a vertex
heath wise and move this right here,
this one as well. Keith wise and move
this here, right? Something like this. And notice the globus
face hit XF to delete it. And the other phase,
we don't give them. These two faces hit X, have to delete them
for no reason. If you want to leave
them timber or live. As I guide, you can leave them. Alright, so and
I'll week others. What else we can do here? Now I can give
this a solidified. Alright, let's tap to
object mode to crop this. And this makes sure that
everything is okay. We got some penetration
right here actually, and we can just move
this a little bit, not too much to avoid
that penetration. Okay? Alright, let's go to the modifier list
endless, add a solid. If I, to give this a
little bit of thickness. Something like this thing. 12 walk. When you will be satisfied
with the result. Yes, hit can throw,
end up lights. And maybe we can
make some tweaking here because this vertex, this vertex to go down
just a little bit key twice and take this
down. Like that. I need this triangle like this. I don't need this frame tool. Go inside the
windshield like that. This, that's why I
move this vertex down. The same scenario
from this area. Maybe I can go to wireframe
and the clubs Frankie twice and just move it down just a little
bit. Not too much. From here. I can sorry. Can you grab this? And he'd Keith wise and move
this just a little bit down. Maybe it can it go up
this with this and hit key and move this here? Key to the Z and T this time just a little
bit to align them. Great. Alright, now is the time
to add some beveling here. So alright. What I will do is I will
go to the object mode, grab this hold Shift,
grab the door on, or any object with
these modifiers, and then hit Control L and
link or Coby modifiers? Yes, Coby all them with
the fires to this frame. Now, this frame cut all the
modifiers that we need, but we didn't specify the edge
that we need to give them. The little weights
topic can grab, for example, this age, give it the VL weight. Those, I think everything we
can give it beveled weight. I'm alright. Yeah, we should add the
full-width for everything. Cool. I don't know if we
have join here or not. We can check the images free like just to make sure
that Do we have a join. So quite visible here. We have joint right here,
I know that but the other from the
top, I don't know. Alright, I think we
don't have smooth, so it's connected like this. I will leave it like that. And let's check if we
have N penetration. For example, here. We can move some vertices, just a little bits. And don't worry
about any variation. That's okay, that's natural. From this side, do we have any problem or if
everything looks perfect? Alright, that's great. One more thing here
we need to do. I will look wrap this. Do you remember when
I say weird, no, we don't need to apply
them here and modefier because sometime we need to go back here and
fix some stuff. For example, I decided
just to add an H here. Maybe I can slide
it just a little bit and take this one and I will live with
her right here. It's not that big
here. And I will grab this edge and hits E
to extrude it inside. And it's S to make
it flat like that. And take it back. Maybe this move with maybe right here,
something like this. And I will grab this edge
and delete per volt from it. Let's add zero Enter. And this one or zero Enter. I think we could do that. Alright, tab out and
let's see what we got. Alright, grab this, go to edge, crop this a key twice. Maybe I can move this
bag or even this one, I can move it forward. Snot and big issue key twice. Hold Alt and bring this forward
just a little bit later, I can fix it to find it
puts in the right position. But for now we need to plug this error because
we need to create the windows here. Overwrites. Everything, looks perfect. I think we don't have
much stuff here to tweak. So I will end this video and
see you in the next one.
16. 016 Modeling section Creating the front side window: Hello everyone, and
we'll come back here. And this video, let's see how can we create the windows, okay? And maybe we can start
with the frames first. Frames, I mean, just show you the small right
here, for example. We have one here as well
and one in the rear side. So let's see from
where we can start and how can we do that. Okay, so let's try to understand exactly
what's happening here. I have this ferrous piece here. I have a level.
Some, the window is not aligned with the surface where we have some
distance here. And let's try to
find another image, as you can see here
and here as well. So let's try to create
this triangle Ferris. Let's go to the right
and maybe we can, Let's hit Shift a and
maybe we can add plane, or maybe we can pick
an H from here from the fender and
maybe grab an edge. Maybe this head here. Hit Shift a deep copy it and he tried to click to
leave it in the same place, hit P S to supply the toolbox. Rob this senior age and the CEO, can we work with this, this, this triangle, it
goes beyond this egg. So we need to extend
our AKS a little bit. So let's tab here or go to
vertex club is the key twice, take this back, hold Alt, and push this forward
just a little bit. Timber are listed right here. Grab this vertex Control X to dissolve it.
We don't need it. And grab the two vertices, hit G to the X and
books this inside. I don't know, maybe almost right here, something like this. The front vertex it should be should be near
to the surface out. It can take this
almost right here. Maybe we can go to the
right and see what should be able to key
and move this here. And let's take this right
here and this area rights. He can move with
just a little bit more here. That's cool. And it goes, thrombocytes, goes inside just a little
bit. Maybe like this. Somebody like that. I
will hit a to select the tool of vertices and hit E to the Z to X
through that like that. Alright? And maybe I can
call this vertex and activate auto America
from here, from here. And hit G twice and slide this down until it reach
this point here. Before we do with this, maybe we can move those inside just a
little bit key to the next, until it gets a little
bit like this. Maybe. Let's try to see.
Are we correct here? Alright, should move
just a little bit. Tried to find another image. Alright, so quite clear. Let's go to the right and maybe we can follow
the reference image. We have no problem
with that head key twice and slide this bag. For example. Grab this one
key twice like this bag, hold Alt and push this
forward like this. Let's Timberland. Are they
lyse or to be got so far? Alright, I've told her that
I will look up this vertex. He keeps wise and merge
it with this one. And for this one had key twice. And move this. Maybe from the right view I can see where
should I move it? Yeah, something like
this right here. I can leave it. And for the fender, I will grab it and
top of the edit mode. And let's see what
we can do with it. Now, I will move this vertex
right here close to the, to the new surface
that we created. Sorry, I mean, right here. And this one, maybe
I can take this out. I can actually snobbish
if I want to the face, I guess Swedish to face
snap and that's it. Hit the key to the X, hold Control and snap
it to the space. Alright, we have some gap here. Actually All right. Maybe we can go to
the front, the top. Can we see it from the top? We can a length from the top key twice and push this back. And this will rock candy
crop this vertex as well and move this and the
wireframe key twice. And maybe you can move
this right here for now. Alright? With this I just selected,
I can crop them. Select this edge, this edge. And maybe I can extrude those, hit E and extra dose just
a little bit like this. We have small gap here and I think we need to fix it
from the right view. Alright, I will move this vertex and align them like that. Let's start with this
one and grab this one. Hit cubits less
readers to vertex, hit G to the Z and hold
Control and standards and key to the
Wien's typed here. And this one, we can freely
move a template right here. Alright, now, as you're
great, That's cool. Let's go to the right view now. And let's see, grab this surface and tabs it
more to go to wireframe. It can throw our to add an edge, but we can't use control
are currently in this case, I will use the knife tool, hit K, and let's make our cuts. And according to
the reference MAQ, we don't have the frame rate
here is not so quite big. This check that
images right here, as you can see, it's small. So let's try to create something close to
what we have here. We have another image. This one is nice. So it's
goes like that. That's right. Parts from here, it's
not so quite big. So hit K to activate and I've told you can make a
cut from the base. We could make it
a little bit wide and from the top make
it a little bit. Not all but not too much. Something like that will
work and then hit Enter. Now, this new phase
that we created, I will separators hits
P as two separate us. And this one, I can
give it a thickness. Tough terrorists and maybe I can grab these two vertices
down inside heatwaves, take those up, hold Alt and put those inside
just a little bit. Not too much. Okay. Alright, with
this one selected, hit a select everything and then it's E to extrude this inside. Too much, something like this. That's will work for
the window here. We see what we can do it that I will look rob this
and maybe I can isolate the temporarily tablet. It is mortage a select
everything and then hit E to extrude this just a
little bit like that. And for this area
is too much sharp. All right, let's go to the
riots and maybe we can grab these two vertices
and move them. I don't know, maybe
we can move them in. Less you should be with them. With more of them like that. I will have intersection here, but that's not epic issue. I can't accept this hour. That's quite we have dark frame here
underneath the window. I mean, around this. So in this case, I can select the same window. And I can hit Shift D, but not this face, this face. Take a Coby right-click to
leave it in the same place, P S to separate it. And notice the club this, this new phase tablet, it would go to face
a grab this face, and let's hit, it,
inserts at the sensor. There's just a little
bit like this. Let's check the
result of the image. Well, what we need to do now, maybe from the right, a ferrous. I think that's too much
insets. I will have cancels. You can solve it
and do that again. Just a little bit
like this first. And now I can grab this edge, this vertex here, and I can move it just a
little bit like this. Alright? I can't do that. And
I can, actually, I can use the knife
tool to make that cut. Just hit K, activate
the knife tool. And just one cut like this, you can make it, but I'm not going to make
the cut right here. I will go out fairest Except of the local mode and check what we
have here for us. Because I need to make the
cuts tilted like this. So hit K and let's make the cut maybe starting
from here and goes like that, and then hit Enter
to confirm it. Well, now let's go to face. It's like to isolate
it to grab this face. We don't need it
XF to delete it. And these faces are it, you grab them and hit F
to make them one phase. And what else we can do here? Alright? We have small care of
actually here in this area. So let's try to
create that curve. Club is vertex U
twice in marriage, this right here, this one
key twice in America there. I just need to help the
bevel to work correctly because of that I moved
to these edges like that. Because Cuban them like this, I will get some problem
with the devil. Alright, after that, let's see. Grab these three vertices, you can hit Control
Shift P to bubble. But you will get
something like this. You will get a lot of vertices here and
we don't need that. In this case, I will
hit Alt click to select the edge loop and hits E and move this
inside just a little bit. Hit a and Shift Enter, calculate the normal
in case that we have any problem with the
normal and the club is three pages and Bevel
them from the right. Maybe can throw me. And let's give them
less Amato bubbling. Something like this will work. That's what would
be nice when you'll be satisfied with
the rest of alt. Click here on this area to
select the entire face loop, hit XF to delete it. And now we are good. Alright, that's cool. You can leave it like
this if you like here we have some problem
with the shading. We can fix it accurately. We can go to the knife tool and make some
connection like that. And the same scenario
for these vertices. We have a lot of
vertices right here. Actually I will hit a and go
to mean bevel weights and sweetness to zero Enter to
get rid of any level weight. And now we got snow
problem at all. If you want to give this a
thickness, you can give it. So that's okay for me. I will leave it like
this timber orderly and let's see later
what we can do with it. It's like to excite
and now we got this. Alright, What else
we can do here? For the window? Let's
hits like to isolate it. Maybe now we can
give it a bevel. So let's tap into edit mode and I think we already have a bevel. I'm, I right? This type of this. And let's target this edge and give it
to the whole weight to one. And this one and this one as
well. All of them almost. Okay, this one here. And this edge as well. I feel like ambivalence
manually to a tool if I like. Let's see invited
view what I will get. It's like to excite
and let's see here, I will get small gap though, but I will hit key and move
it like this to kill it. All right, now
we're like, great. Tap out. That's cool. I'll at least to grab the fender tabulate it's more to end. Now maybe I can move some
vertices just a little bit. Alright, so key to the X and move the chest a
little bit and align them. That's great.
Alright, this frame I think should goes
out just a little bit. I will tap to the ethmoid and
grab this face and he'd key to the X and take this out. Yes, although it's make some variation between the
window and this frame. I don't know, but I feel
this. Yeah, that's right. We have some variation. And even for the
window actually we got some line here, visible line. Well that's mean we can
isolate it actually. And let's see. I think we can make a variation
in the bubble. In this case, for example, I can devote some of
these vertices manually. I will hit a and go here
and it's reduced to zero. And I will targets these edges
and befall them manually Alright, I think we can't because we will have some
overlapping right here. Let's try it and let's
see what people the guts I will hit can
throw be to bevel. And let's add two edges. And yeah, that's
right. I got some overlapping right
here, as you can see. Well, in this case, let's take up these
two vertices at AEM center and
those here as well. Let's MS Center and less. Create, select these edges. This one here, and this one
right here. Let's go here. Can throw be the bevel,
something like this. Maybe. I'll rights. This is luckily, see
what we got so far. All right, now I will
select everything, all the edges, and I will label those
as well controlled me. But just a little
bit, not too much. Avoid no overlapping because I think in this area I will
get some overlapping. Any, I got some overlapping, as you can see right
here, I will let, can throw x0 and make another
bubble, can throw me. And make sure to make the bevel without
getting any overlap. How do I this nice? Alright, theoretically
kid smooth and less activates harder, normal, maybe in this
case, it's activated. But we didn't. Yeah, auto smooth is activated as well.
Everything is cool. We don't need subdivision
width normal, I think. Alright, let's see what we got. Now we have this
very small line. And if we want to make
this even more visible, I can grab this and hit key twice and slightly just
a little bit like that. And I can hit a select all
the edges here and that can be able them
manually or maybe I can give them any
crispy will wait. List tab outs. Maybe I can many believed
the Bible itself and just make it a little bit pick
something like this. May 0.3. Yeah, that's cool.
Maybe I can now grab these vertices and key
twice to take those down, hold Alt and move those just
a little bit up right here. Alright, that's cool.
Now the result is nice. Now let's see, grab this
door and this door, and let's tap your hand
this, go to Wireframe, grab these vertices
here, cancel those here. He writes, and maybe we can
move those just a little bit inside key to the X. And later on we will see
how can we cut It's okay. What else we need to do here? Okay, that's cool. Now
we got nice result here. Small gap we have though. I will teach kids with a YN, this just a little bit back. Alright, that's makes sense. And now we need to just to
open an area like this, maybe in the door for
this frame to go inside. Alright, so let's check the face orientation and let's see, do we
have no problem? No, we don't have any problem. Great. Rso, this is it's see you next
17. 017 Modeling section Creating the windows middle and rear frame: Hello everyone and
welcome back here. Let's create the windows. While I browsing images here, I just noticed
something weird thing. Really, I didn't
see that coming. Noted that the windows
are not flats. They are a little
bit off care of. I thought there are
floods at the beginning and I created this
flats and I don't know, maybe I need to change
this or keep it flat and make some care of and the rubber that's holds
the window on this side. Because from this
view it's looks like it is flat spots from here. We can see we got a visible
care of it goes like this. So yeah, let's keep this flat and maybe we can change
the state or free wants, but for now, I will
keep it like this. And let's see how can
we create this windows? Okay, I can start with the
door grabbing one age. Maybe this age, for example, has shifted the kobe
it right-click, leave it in the same place. Ps separate, tab out. Grab the senior at that
we have right here. Let's go to actually split
this inside just a little bit. But in the edit mode, tap it a G to the
x-axis, not the wire. Let's move this maybe
right here for now. Okay, something like this. Because we have some frame here and this area
we have to Bush. We need to create the
windows here maybe because we have some H right here, or let's say distance
by kick another image. For example, this
one right here, we have something
here, some extrusion. I touch it, it moved and
I grabbed this vertex in the wireframe and had gateways and less slightly
just a little bit like this. And let's put this criteria
to start from here. Grab this one in the right. Keith wise, take this back, hold Alt and push this forward until you will
reach for and right here. Alright, but the line goes
off just a little bit. And let's see why
that's happening. Do we have any problem
here with alignments? Alright, from here
everything is okay. Everything gets
attached, but alright, maybe in this case
I can crop the door and start adjusting
some vertices here. You to this year. And the
smooth, smooth right here. Maybe club those G to the Z. And those just a little bit. It is wrong. I call it to move
them like that. But because it's very tiny, distance does not gonna
cause a huge problem out. Alright, now we got this, this, grab the this
anyway that we got. And let's see how much, how much we need to
book it inside the car from this, from this vertex. Because if from this vertex, it's okay that
distance right here. Something like this, we'll
walk or even more. Maybe here. Alright, key twice,
take this back, hold Alt and push this
forward. Somebody like this. Okay? But from here we
need to move this inside. I think let's try to find nice and make sure get
the distance right here. We need to create
something similar. So let's say grab this vertex, hit E to the X, and move this
inside just a little bit. Maybe. Alright, here I
think that's enough. Something like this. Hits a select the
two vertices and hit E to the Z and extrude this
sits right up back at that. And now what we can do is we can hit E to the X and move this
inside just a little bit. Alright, something like that. Maybe. The less you
with we got here. Alright. The distance here, I
just need to check it. I don't know if I
can find nice image. But it's a very small, it's about two centimeter maybe. I just need to make sure that
I got the right distance. I don't know if feel that
this distance is very small. Two or 3 cm,
something like this. That's been, I can
maybe push this just a little bit even
more key to the eggs. Not too much or
something like that. All right, That's cool. Let's to grab this frame. Let's tap to the Edit mode. Lets say Club this vertex
and let's go to the right. They just need to
kick something. I don't like to leave
these vertices, vertex underneath vertex, so I will align them
together like this. In this case, I will hit
Z to go to wireframe key twice and take this up
and align that like that. The same scenario. Let's do it for this
vertex right here. Heat wise and push this
up in a line like this. But I think we just
moved in the wrong way. Heatwaves and push this up. And let's go to the right now. And now they are light
almost acute wise. Take this up, hold
Alt and pushes forward and manually hit key. And let's move this just
a little bit like this. Alright, what about
this vertex right here? So gravity and less move, more with men were like that. Okay? This one sits key twice. Let's move with like this. Alright, now after that, I will look rub this vertex. This vertex maybe as well. Let's start with
those first hidden, get with the eggs and move
this insight for now. Okay, something like this I got. And let her we can tweak it. We need to do anything. Alright, let's see what
else we can do here. Alright, now let's tap
out and listed grab this and let's check that
this that we have here. Actually, I'm not so quite
happy to this result. I don't like is the
distance that I got here. It's too much as compared to the what I have
here in the image. Just small, not that
much from here. That's where is this too much? But from the top, that's a little bit less. The try to find
another image maybe. Let's see to identify
that mistake. Alright, in this case,
I will agree with this and maybe I guess
need to take this back and I guess
need to see what's the difference key to the
X and take this back. I have two options. Maybe I can grab the two vertices that I have
here and move them back. Yes, a little bit to the X. Like this. I think I
can accept this result. But I will get some
problem right here. It will be very
close at this area. I can scrub one vertex
and move it to the X. Maybe that's can help
me to fix the problem. But I will twist the
face of I do this. I will have some twisting. And I don't need to do this. Alright, let's start
creating these frames. So let's go to the
right and fairest list. Other one, H right
here in the middle. Okay, we can go to the wireframe to put this in the correct
position, maybe right here. Something like this. And let's move this down key
twice and slide this here. Alright? And I will, maybe I can move this and
put this right here. Or yeah, I guess T2 slightly just a
little bit and align it. So grab this and this endless smooth than just a little bit. Let's take this down key twice
and move this right here. And this one as well as
property and it's heatwaves. And let's take this down. Align this with a frame. Hold Alt and move this up. Keith wise man, and
move this right here. Right? That's great. Now we got this
result. Now let's make the cuts. Let's go to right. And I just turned
off the images. And let's make a cut here. The first list tried
to find another image. Something like this
we need to make. So I will use the knife
tool and eyeball it. Okay. It K and make cuts maybe from here,
something like this. I think that's close. Confirm
with and let's go back. Let's see the difference. Yeah, It's makes sense.
I will accept this Go to face a club
this phase, sorry. And then it appears
to separate this. Now let's equate the next one. Let's go to right top. And let's try to find nice me. Alright. I think it's
similar to the reference me. Okay? The CO2 we have here. Anyway, something close
to what we have here. So I will activate then I've
told it K and make cuts. Goes from here and ends
here, for example. And hit Enter to confirm it. Maybe I just forget to
activate the screencasts key. This right here. Maybe here. And hit key to activate the knife tool again.
And let's make cuts. It goes like that. It's Enter to confirm it. And let's check that we made
the right thing or not. We have one image here. Something close. Yeah, that's right. From the top. Should be narrow and from the base
a little bit wide. And we did that already. Let's go to solid,
grab this face. I can hit P S to separate it. Maybe that's can make the
process easier for me. And now I just need to
work with the care of I just need to give
them a little bit off care of. I will touch it. It's going with the
antigravity, its vertices and maybe I can book them inside key to the X and move those just a
little bit like this. And hit Control R to
add an edge or two H like that and take those out. Maybe let's take those two
out ferrous due to the X. And will those just a
little bit like this? Now we've covered those key to the X and move those just
a little bit like this. And then we got small care
of and that's care of that we are too much. All right, cool. I will top and the
club these two pieces and hit H to hide them. For now, let's tablet mode for this and let's
see what else we can do. Alright, I will hit a and open the atom and take this
to zero. We don't need any. The voice for now. With this one is to
elect their will hit E to extrude this, and that will cancel the X. We can right-click
and hit heat and move the extrusion in the
direction that I want, for example, right here. Okay? Alright, What
else we can do here? Let's select all the edges. I can hit Select to isolate it. All the necessary ages of those. And those here.
Those here as well, and increase payable way to one. And I think this area could
be a little bit smoother. So in the bevel, I
can just increase. The buffer link gets a
little bit, not too much. Something like this. And I
will support the edge loop. It can throw our, and I will add a here, can throw our a here. And the idea, I just need
to support it to add subdivision surface
because this area is carry the best solution is using subdivision surface maybe
here can add to as great. Tub out now and let's turn
off white, normal or deleted. Let's add subdivision surface. And this are two segments
in the viewport. And now it's become
smooth and weak. Scott, a little bit of care
and that's what we need, actually, just a
small curve here.
18. 018 Modeling section Creating the windows with ShrinkWrap modefier help: Hello everyone is,
we'll come back here. This is create the windows. First, first-last
activate the screencasts. Let's move this right here. Maybe I can change
the color to white. And the closest. Alright. I need to create a window
right here and one right here. And because we have a care of we added a cure
small cube here. We need to get the same
care for this window, this window, and for
this frame as well. So if we need to get
correct results, we can Coby the same face
or that we created here and extend the face to the side
and this tight and use it as a guide to
get the same band. Or I will grab this and top to the edit mode
and go to face. Let's select these phases. Maybe shift to D, take a copy right-click, and then peers to
separate this new face. Select the senior
face hits like to go to the local mode,
isolate the timing. And tablet mode, hit
a, open the panel, go to ITM and zero
out the devil, wait, we don't need
any pebble weight. Go to H, club is edge, this edge Control X
to dissolve them. Turn off subdivision surface
for now we don't need the political to the, to the right. Hit K to activate. Then I've taught and less
picker cut goes from here. K from the corner up eight to activate
the angular snap and to get sits
right cut like this. Another I click here
and then Enter, hit K, start from here. And then hit a to make the castrati and
confirm it like this. Go to face the crop
is three phases. Can throw. I invert the selection, hit XF. And now we just ended
with these traits here. So I will move these edges to the site
and those to the side, but I just need to align some
vertices with each other. Okay, so let's go to vertex. This vertex hit
gateways and slide it. Hit Alt to move this up
and throw to stop it here to snap this vertex
to this vertex right here. But activates vertex
snap as very important. Key twice, hold Alt and
then control and status. Clubbers skew twice,
hold Alt Control, snap this key twice. Alt Control, snap this same
scenario here with you twice. Or it can throw somebody's. Alright, now we got this. Sits right faces. All right, Now what we can do, we can just extend those up
just a little bit. Key twice those here. Keith wise, we get those down. Alright, now let's hits like
to grab the side key twice. Hold Alt, move
those to this side. Key twice over those to
that site, like this. And when you'll be satisfied, activate subdivision
service, but we just need to add support. A loop can throw off. Let's add one here. And can throw out
to add one right here and one here maybe. And from here can throw off. And I'd one here. We created this phase, just a guide and we
will delete it later. Maybe a can add some
edges like this just to make the segments even. The subdivision surface. I mean, you can ignore this, feel like I will tap out
and I got this nice care. Alright? Now what I can
do is, for example, I will give you an example to understand what's the purpose
of those two faces. Okay? I will use ShrinkWrap to ShrinkWrap surface
on this guide. For example, I have
this frame right here. This frame is right
and have no care of. I will go to the edit
mode, for example, I just, how does couple
of acres right here? I will delete those here. You can throw legs. And now it's flats. I will
add some edges right here. Control R, like this maybe, and confirm them
is still A-flat. Okay? Tab. Go to them with the fire
ShrinkWrap modefier. Use the eyedropper. So we added the ShrinkWrap
one, The frame. Alright. Use eyedropper and
pick the guide. Check before and after
what's happened? See how this flat surface
get the band from this guy. Alright, so this idea, and if you subdivide
this even more, you will get better results. All right, now
everything is okay. Let's complete the
Creating the details. We start with a frame
that we have here. Shrinkwrap modefier,
did the job. So I will hit
Control a to apply. I don't think that anymore now I can hit Select to
isolate this alone. And I will tap to the edit mode. I will extrude this
hit E heterocyclic and hit key to move the
extrusion to another direction. This direction. Okay. And yeah, that's cool. Now let's give it a double. So I will tap out, go to them and modefier add Bevel modifier and leave
the limit method to angle. Let's add point to maybe, maybe two segment or three. And let's activate harder normal to get better
shading here. And there we go. Now we got nice results. If you like, you can
add subdivision surface if you want to make
this even more smooth. But for me this is nice. I ordered slice to excite. And what else we
need to do here? We need to bring back the windows or is
this is the guide? And let's hide timber early. And let's go to the Culkin here. I just turned off one of these. Yeah, this one right here. We can call this to window, but I just need to make sure
that yeah, that's correct. Can cut Kingston M2. Hit enter. Now we
need to shrink crop this on the guide on this. But before we do that, I just need to subdivide this. I will tap. Let's hide this
first, the guide. And I will hit Control R
to add a couple of ages. Feel free to add how
many years here? For example, for me, I
will add maybe five. Maybe I can divide this as well. And the same scenario here, maybe we cannot 56 and
sub-divide the side. This side with one or
two, something like this. Okay, now I can ShrinkWrap
this on the guide. So top out at ShrinkWrap
modefier to this. By the way, I delete everything. I just kept the mirror
modifier teamwork to mirror it on the other side. Anyway, let's add
ShrinkWrap modefier. And now let's pick our guide. Activated and picket like this. And there we go. Now we made the windows, take the hip of the guides. Now I can hide the guide. And this is the result
that we got here. When you'll be satisfied, Let's check is
everything is okay here. Cool. Now you can apply the ShrinkWrap
modefier if you like. I will isolate those. I just need to see the
results from the front. What we got so far. Okay. Everything looks nice. Okay. By the way, just need to
tell you something here. If you will need to manipulate the result of
clinical Updike died. For example, a club vertex. And when you will
move the vertex, the windows will follow it. As you can see here.
If I grab those here, the windows following the guide, It's will be affected
by the guide. Me. Here we have the ability to move the guide
and the windows will follow it to fix
any problem here. But for me I will
accept this result. We got a big gap
here in this area, but they will fix
to this letter. I'm thinking of moving the the guy just a
little bit like this. But I will leave it like that. I'm not going to play with it. So I will hide this, the guide and go to the windows and apply the
ShrinkWrap modefier. We don't need it anymore. And hits like to work
with the windows, tab. It a, and then hit E to extrude this just a
little bit, not too much. You can specify
the distance here. And let's add maybe -0.4, enter something like this. Hit a shift and to recalculate the normal,
to fix the normal. And now we got this result. After that, I can
give this level. So let's add Bevel
modifier. In this add 0.2. That's too much,
0.1. That's cool. Or even less, maybe 05, something less and less. To sing with all
three segments here. And activate harder normal. We got nice result
but some edges, the density affected
by the bubble. Alright, that's cool from here, but from this angle, we didn't get the Vl here. So in this case, I can reduce the angle of
the Bible to target this. I will add, for example, ten. And now I beveled to this. I made the angle smaller than the angle that I have
here. Because of that. Now I can't I
targeted this area. This chick, Is
there any problem? Everything looks fine,
but I notice that I have some weird shadow
happening right here. I need to avoid it. So I think this shadow is not a
problem with the surface. Right? So hits like to excite. That's cool. And
let's see what we, what we need to do here. Let's go to the right and
let's tabulate edit mode. Let's see, do we
have any gap here? We have a small gap here. This area. That's okay. It's
not a huge problem. So I will keep it from here. All right, Everything is okay. But I think we need to correct
the normal for this piece. Let's make sure and yeah,
we need to flip the top, hit a shift N and grades. Let's see Now what
else we can do here. Alright, here we just need to
do something in this area. We need to fix the care
that we have here. This top of it at
it's more dense. Let's move some vertices. Let's take a lot of
those to hit G to the X and move those
inside almost right here. Key to the X. And
push those here. Maybe somebody like this. And the same scenario
for this side as well. Key to the X and
move those here. Alright, so I think I will
take those up key twice and pick those up just a little
bit, right here. Alright. Okay, now we can add edges here. Just to control this more. All you can do something else. Let's add, for example, some ages, ten, maybe ten
cuts here to make the smooth. And what I will do is just going to teach
you something nice here. Let's go from inside here, and let's tap it edit mode. And I will grab these vertices that we
have here on this side. Selecting these faces means I selected all of these
vertices on the site, okay? And what I will do
is I will go to the Object Data Properties and
I will add these vertices. You can go to vertex
mode, hit number one. By the way. As you can see, I just selected these
vertices on this side, just the side. Note this side. Okay? And I will add those here
and the vertex group. And by the way, this
tip, you can ignore it. It's not a big deal. Okay? You can ignore it and everything will work correctly. But for me, I just needed to
teach you something here. Okay, after that, now we got this vertices added
to the vertex group. You can change the name, for example, any name. Alright? I just can, I call them a, a, for example, there's no problem
to call them like this. And now we done here. Cool. Now let's go to our guide. They shrink and
let's activate it. And I will add ShrinkWrap
modefier to the frame, but I have here is
still selected. So let's go through the modifier and shrink wrap
modifier. Or is it This one right here. And
turn off bubble for now, we don't think any
bubbling here. Alright, so now I will ShrinkWrap
the frame on the guide. Let's go out. Let's
see what I will get. I will hide the windows for now. Just to crop them,
hit H to hide them. And let's grab the
the frame here. And we have ShrinkWrap modefier. I will pick the guide. And as you can see, everything
is shrinked on the, on the guide, the two sides, the outer side and in our side. In this case, what we
need to do is we need to tell the ShrinkWrap modefier, but you need to shrink
just the vertex, the group that we
did right here. Chaos the vertices that
we picked recently. So let's go back to
them with a firearm, go to vertex group and add the group AAA that
we just created. Now as you can see, that the vertices on this side, just these vertices shrink, wrap on the surface
or on the guide. I've noticed silly.
This is to live again, it's like to isolate it and
let's see the result here. Alright, we got a
problem though. I just forgot something here. When I assign the vertices. Let's go to this mode.
When I added the vertices, I didn't hit assigned. That's really important when you choose the vertices here. When you create the group, you need to hit assigned
to assign those. So I will assign those. And now immediately
it's worked tab out. And let's go to pack here. And now this side
ShrinkWrap on the guide, just the side here. And that's something
powerful by the way. Now if I hit slice to excite, I got nice care of
here in this area. Very cool. For the devil. I
need the bevel to be underneath the ShrinkWrap
modefier activated. You can activate it and
everything will be great. Maybe they can increase
the bubble amount here to maybe 0.15 to make this
a little bit bigger. And let's say grab the
guide and hide it. We don't need it for now. Now we got nice care. We can move these red
vertices, men will, but that's take time. This method is faster. All right, That's great. Let's bring bag though window. All right. Cool, very cool. Alright, I will end this video and see you in. The next one. Will buy
19. 019 Modeling section completing the roof: Hello from wherever come back. Lists can be the roof. And let's start with the frame. We need to add a new frame here, connecting, connecting the
side with the site like this. So let's do this. The same thing we
have it right here, the syllabus and it's tough to that point, it can throw out. And let's add one H
almost right here. And I think we forget to
keep this level weights. So let's hit N endless. Move this to one and
this one as well. Alright. I can always go to face
to grab this face. Hit E to throw this right-click and key to move the new Coby
and the data that we want. Scale this to the x-axis Zero Enter to make the face
flat XF to delete this face, we don't think that grab these four edges is
zero out the bevel, we don't need bevel here, but we need the
voltage for this. We need to add Bevel
here and here as well, club those, give them
paraboloid like that. Even this age, it's no
problem to give it a bubble. Okay, now we've got
these four vertices. Hit G and move this to the middle, right
here and there we go. Now we can create another
glass that we have here. And let's see how
can we do this. We can actually crop
this face here. Shift to the kobe, right-click to live
it and assemblies, PS to separate it
from the group. And we don't need any
of these modefier. Alright, here we just
maybe need bubble. There's deleted the current crop and all of this stuff here. And keep the mirror top. Grab this vertex with its
vertex as to the to make the this edge aligned to the x-axis Zero Enter G and
move this to them at all. This EKG right here. We don't need to give it
a bubble zero right here. And hits a select everything
and hit E to extrude this. Maybe from the right. We can understand
that's even better. He kid twice. Alright, hit Alt to
move this new face up. Something like this maybe. And now I can go to
vertex cover is vertex, these two vertices,
because I'm in the wireframe that can
move this right here. And this one that
can move it right here is something like this. Maybe hands for the side, the CO2 we can do for this side. Alright, I think we need to
move it just a little bit. Grab these vertices here again, let's move those right here. Alright, so let's
see, grab those, hit G and G twice, and this is
bookstores like that. Crop them again, it can move. There was homeless
right here. Alright. How about this,
you it, we got so far. One more thing here. We need to, we need to go to the ethmoid and from the top grab these
vertices, all of them. And just move them a little bit here and move them like this. Let's see another
perspective. What we got. Maybe we need to move those to the x-axis again like that. And say grab this edge
that we have here. And he keeps wise and just
take it back like that. Alright, it's like to
isolate this because we need to target these ages. By the way, I just make a
small tilt here like this. Become like this,
towards like this. I just move this cylinder sake, and let's keep
this bevel away to one and that one as well. Bubble boy, one. And let's hit Select to use it. And let's make some
comparison between two window, windows here. And everything looks nice. Maybe I just need to move
some vertices here even more. Alright. We can move those key to the Zen Buddhist just a
little bit more like that. And Tavares elicit from
inside what we got so far as everything is okay. Let's check this area as well. Alright man, will
it, I will grab this top and the garbage
vertex key twice. Hit Alt and move this
just a little bit. Maybe even more. Sorry Due to the sets, take it down key twice a day, the spike hit Alt,
move this forward. And yeah, now it's crates. Crates. Now we got in the correct place. By the way, you don't need
to be precise like me, but I like to walk like this. Alright, so we finished
with this one. Let's see what else
we can do here. Let's check the images.
I, let's see what's the next step that we could do. Right? We have here like frame. I think. I don't know, maybe this
I don't know if there's some difference between what we have here and this
image as well. Let's check the other images. Yeah, it looks like that
we have black frame, this Elon Musk standing
on the car here. I'll write this. See how can we do this? Alright, start from here. This black frame
start from here, and it's almost right here. So let's see. Alright, yeah, we can
create something like that. We have the room. I mean, we can created
Starting from here and ended right here and other
frame here and this area. Okay, let's do that. And I will create
like this vehicle, the same scene or
that we have here. Okay, Let's see. Do we have an image
from the top? Alright, this image is nice. Alright, let's go to top
number seven. Let's move. This image is right
here for now. And I will not count too
much on the reference image. Let's see what's
the correct way. Because in the reference image, the area here is still much, I think that's too thick. Let's see what we can do here. Alright, first thing, let's maybe we can
start with this one. Take a Coby from it, or maybe we can count on this. We can talk to it as
much for example. And select maybe this edge. Okay, and hits. He took us through this
S to the X and make this flat when you complete your syllabus interface because it's wrong to extrude like this. We extrude from this egg. That's wrong to
leave it like that, I will hit P S to
separate this glob, this new Coby tab, and go to the mirror modifier
or just activated clipping. Because I just need to move
these vertices on this side. And I need them to
snap to the center, grab this eight here, zero out the devil, wait for this and grab this
key twice and less. Take this back almost maybe right here,
something like this. Or even maybe I can
hit key twice and hit Alt and move those
to the end here. Again. We have any mistake here. Alright, from the top maybe that's, that's
will be better. Gateways hit Alt,
move those forward. Something like this. You go to the right,
go to vertices. Move this up, key to the Z. Let's prove this right here. Maybe forward to twice
Alt. Move those here. Great. Alright, so that's cool. Let's hit Control R
to add one egg here. Something like this. And I will move this vertex
and align it with this one. Activate vertex snap, hit
Keith whites slide it, hit Alt, and then control
and snap this to that one. There we go. Let's go to top. And alright, It just
seems like the idea, I don't have another choice. I should get
something like this. Maybe I can move this just
a little bit like that. That will accept this result. It can throw our and let's
add another edge right here. Alright, to create the frame that we have here in this area. And this face that we have
here, we don't need us. We can delete it. Oh, I can extrude it down. Hit E, and right-click to cancel the extrusion
and manually move it down key to this ENT
the stone as to the Z zero and throw it to make
this face FlatClub, this XF We don't think that's and let's see why should
we move those? Alright. Okay. We need to move those almost above this
edge, about here, just ten centimeter
from this edge, maybe you to the Z. And manually, let's
move this here. Alright, thank you to this. He gets a little bit here. And we need to grab this
vertex right here and move it inside like that. Okay? Something like this. Or I don't know, maybe even
this one we need to move with should be like this. But if we do that, we will not have a room
for the tire, I think. Alright. I think we have here a cuts. So this correct to take
it down like that. And I've told you that we
need to cut this area like this as we have right here. Alright, so let's
keep it like that. And I don't know if this error that we have here
is NF2 to add the tire, because I think that we will get some intersection
here and this place. I'm also quite sure accurately. Okay, Let's tab out and that
we gave this auto smooth. Er, we have auto smooth but
because some problem with the with the heading, Let's turn off void
normal timber only. By just need to understand what we need to do here and
let's check another image. We don't need to rush.
Just need to see. All right, we have an
angle here or this header. I think this is shadow. Okay, I just need to understand what's going on
here in this area. Seems like we don't have much
information about the body. I have the option. I can cancel it by the way, I can ignore all of that
and just other cup here and that's That's option
is walking by the way. But I'm just a
little bit curious. I just need to see what's
going on there inside. I went to Internet searching
new images and I find this, I found this image right here. From this MAQ can tell that
it is very close to the tire. It's almost touching the tire. So what we did here
is correct, actually, we got the same almost
the same distance, but the tire could be
thinner if we want to. The correct result. So let's go with
that. Let's company. It's what we have here
I listed like this, tap two more to endlessly grab these two vertices,
go to the side. Alright? And the wireframe, I can select them key twice
and take those inside. And I think we need to book
these vertices even more. Just need to be sure. Let's try to find an image. As you can see, we
have diagonal line. So these vertices a little bit and so it gives wise and
those things like that. And for these vertices, the same scenario, Keith wise and move those
inside like this. Let's go to the TBI lists you
to be got their key twice. And let's move this bar right here to get the same result. Okay, last looks nice. I'll get something like this. What else we need to do here? We need to make some
adjustments here, can throw off to add one H
here, something like this. Let's try to find another image. This image is okay, that's nice. Alright. Okay, For the bug window
here or this edge, I think it's aligned with this. I'm not so quite
sure, but I think so. Let's add another a here and slip it right
here, Timperley. Let's go to wireframe. I just need to see. And maybe we can take this
down just a little bit. Keith wise and take this
down maybe right here. And now let's take
a look and see what because so far, alright, so this distance maybe we
can create the back window. I don't know, I feel that
visit this distance is okay. So quite sure. Alright, let's
leave it like that. And let's go back here and
let's grab these vertices. Maybe we need to add
another edge goes here in this area and
the crop this face. And he'd hit with a white and put this inside
just a little bit. The same what we have here. Okay, that's cool. All right, for this vertex here, that should goes up key twice, hit Alt and can throw and
stop this right here. Because it should go. Such rights to be
and I guess needs to kick the black arrow right
here, the end of it. So where should we go? I think we have image
right here can show us. So it is not end like
a triangle here. Alright? Its ends like this. And it will be covered. I thought it will
be end like that. But it's not. Alright, so what we have here
as, as correct. And maybe we can even take those down to the Z and move
those just a little bit. Okay, great. All right, let's see what
else we can do here. I found this image right here. And we have something right
here at tied to this area. And maybe we can three easy, just use knife to cut like that and hit
Enter and that's it. Alright, now let's go to
these faces, this Sullivan. And let's hit P, S to separate those. And let's work with this one. Alright, let's select this face and this face and
the separate GPS. Alright, because here
we have some stuff to create and this area
and this one as well. Let's select this, the, the base here and it PS
two separate as well. And now we have this
piece and this one, and this one, and
this one as well. Alright, we have a lot of details here we need
to take care of. And maybe we can now start
with the back window, right, or the rear window, but not in this video
and the next video. So I will end this
video and see you next.
20. 020 Modeling section Starting with rear side of the truck: Hello everyone and welcome back. Before I start creating
anything and model, I think I just need
to hide the images. Images as you can see now we can see them in the perspective. And I just need to see them in the orthographic because
it just annoying me. So I will open the image folder and
grab all of these images from here and go to the image properties here we
have an openness CalPERS. That's mean you can see
them in the perspective. I will hit Alt and click this. Hit Alt because if
I don't, I will, I will deactivate this option
just for the active one. So make those selectable. Select those again, like that. Hit Alt and click. And now we can't see
them into perspective. But if we go to the
orthographic, for example, if we go to the front left, right top, we can
see the images. Even if I toggle this on
and off orthographic, we can see them because now
the scene is more clean. Okay, let's go back
here and let's see. What we need to do. The rest of that I got is actually
it's not correct. I checked the images and I found what I have here is not correct, so we need to rectify that. Let's go back to the
images and less. How can we fix this? Alright, fierce has tried
to find an image from bag. Okay. Alright, The
problem with I got, I got some twists to this face. And I don't need any twist. So let's grab this first tab, stateless mode, and grab these vertices and
the wireframe. And maybe we need to move those forward just a little
bit like that. And It's will be a little bit difficult
to us because we added edges right here. So maybe I can delete these vertices are HIP added
for now, just turn broadly. So in this case I
will mark those. It can throw EK to merge them. I just need to activate the screencasts. I
guess forget that. Let's add number one here. And let's move this
right here at the end. Close this prejudice right here. Alright, so Control J
to marriage tab hit a and hit M to open the menu
and marriage by distance. So I just smear it all
of these vertices. Now it's will be a little bit easier for me to control it. And select these vertices. Okay, So let's see it
from where we can start. Let's move those first hit
here and move those forward. Or something like this glove, this one as well, key
and move those here. Alright. Okay, we still have some a
twist here, as you can see. In this case, maybe we can grab this vertex
and take this bag. So grab those here, hit key and move those back. Maybe it right here. And I just need to make some, I need to make these
vertices goes like that. The easiest way is to hit K
and make a cut from here to here and then hit Enter and
go to face at number three, grabbed these faces, hit X to delete them,
and there we go. But I just need
to make sure that I don't have any
kind of twist here. Alright? And the same time we need
to check the distance here. That distance, It's
a little bit small. For me, it's too much big. Alright. I think
that's because we got a cut here on this area. If I search for another
and make the seed, we have another image here. I wish that we can find
something useful here. Alright, this is very nice. As you can see here we have, oops, what I got here. As you can see here. Sorry, where's the pain? We have a triangle right
here if you noticed. Okay, so this tried to
create something like that, and it should be easy. We created this and we
just need to extend it. Okay, I will delete it. Actually hit Control X
in the starting new one, just hit K and make
cuts, maybe like this. Somebody like that
and hit Enter. And then we're gonna, we got it. After that. We need to make
the surface goes like that. Something like this. And let's see how
can we achieve this. Maybe I can grab these edges, had can throw likes
to dissolve them in the club is manually
entity and move this. And this will help me to achieve almost what I need to do, but I just need to
make sure that I have no twist here. And the face. Hit the key to the X or Y. And we'll the holders
just a little bit. Alright. Okay, something like this. I think it works Alright, now let's select
these edges like this, and we need to fill
this area with a face. The easiest way to achieve this, I will link Rob is
vertex hit E to extrude it and snap it
here through this area. And select now the four vertices and just hit F to
create a big face. And there we go. Alright, now let's
kick this phase from a specific angle,
maybe from here. Alright, it's flat. We don't have any, any, any twist here. You may ask what I mean, twist twist them like this. I don't need the face to
be twisted like that. Let's hit Control Z.
And now we got this. Alright, I will
accept this result. It's okay and it's nice. What else we need to do here? Let's check this area. Let's see how can
we create this, the bag window here. I will go to this area, or maybe I can start
with the frame. I just can crop
those, hit P as two, separate them and give this
a little bit of thickness. So tub hit a and it's E
to extrude this down. E and take this down just a
little bit, maybe like this. And what else? We have any penetration here? Yeah, we got, we just
need to move those here. So let's the glove is vertex. Go to the side here. This vertex, this vertex
and up from the top. Go to top. I can move these vertices
to this eduction. Alright, so hit the key twice. Those insights just a little bit fairly see what we
got in the perspective. Alright, so with a solid, all right, Now we got
this diagonal results. But I will hit Slack
to isolate this. It's better. Just need to make sure that
everything is okay. Yeah, that's cool. Maybe I can grab this
vertex and this vertex and push those insights you twice and move those gears a
little bit like that. It's like to see
what the results. Alright, that's cool. And what about these vertices? Let's leave those
like last for now. And let's go to edges. Let's select the
edges that we need, the club those here and give
those mean bevel weight. So let's open the mean. You'll go to him and
put first one to target these agents to give them a bubble and this one as well. And those here, alt click, grab all of these edges, level one, and you can
actually leak targets, almost all the edges. Yeah, let's target to
everything and let's add the void to one. Just ignore those
here. Jessica, those. And we don't need any
bevel here in this area. Because at this point we have the mirror modifier
working here. Okay. His yes, let's excite
and let's see. What we got so far is
everything is okay. We just need maybe to
activate weight normal. Okay. I got some weird healing here. I don't know why. Let's try to figure out maybe
we need to flip the phase. Yeah, that's right,
That's right. Tab hit a shift and there we go. Now the heading is
working correctly. Hits like to excite and
visible Greek gods. Now let's try to,
let's check the, the two faces here.
I think it is. Alright, let's check
out from this angle. Is everything looks nice here. And even from this angle,
alright, Very cool, Very nice. That's
cool. Very cool. Right? Nice that we have any
problem right here. Okay, everything looks
nice for this frame. Now let's start with this tab and maybe we can club
this and this end. Detach them. Okay, Let's detach those here. It's PS. And let's
work with that. I will tell you
this one as well. Ps and less creates
what we have here. Alright, let's see
how can we do that. This topic wanted can throw, sorry, antibiotic obviously
want a loan touch. It is more control our list
add H almost right here. And other can throw our and
let's add the egg here. You can throw are less adage
almost here, and that's it. Now, I will grab those vertices, hit here and move
those just like that. And maybe those books, those back, maybe right here. And yeah, that's it. Grab this face XF to delete it. And let's give this a thickness, hits a and E and
books this inside. Something like this. And now Grab this edge right here
and this one right here, and give them a beveled
Control V to Buffalo. Say let's add, let's give them nice amateur beveling
and keep them edges. To be smooth like that. Hit a, select all the phases and then heft and
to recalculate the normal in case we have any problem with the normal
hit slash to isolate this, to work with this one alone, grab this H alone
in control X to dissolve it is not
necessary to leave it. And this one as well,
this one can throw likes. This one can throw
X to dissolve them. Now we got this result. Alright. Okay, Okay. Now maybe we can give
them other volts. So let's go to edge, hold, click, Alt, Shift to click here. Okay? And those here as well. All you have to click. And
those here, this area. Okay? Alright, if you want to
be able those manually, you can do that already. If you want to target them with the bevel modifier as
will work as well. Alright, so let's give
those civil weight one, and let's select those here. Alright, and I think
I will give those another amount of the
volume control or less. The select them all
ferrous, just these edges. And let's give those
maybe 0.5 the VL Ahmad, Let's talk about
LSC there result. Alright, we got nice result, but I will increase the
amount 2.2 My or maybe 0.3. Just make this area a
little bit smarter. And these edges will not take that amount of the
bevel, the same here. Why? Because we didn't give
them enough bevel weight. Alright. Here we gave it all
points, 1.5 maybe. I'm alright. Yeah, oh, 0.5, 0.5 bevel
weight and this one, this one, we gave it
a civil way to one. Because of that, we
got a variation here. Alright, so that's cool. Acually, very nice. It's like to excite. And now we got this, we got, got these jagged edges here. It's very easy to fix. Maybe we just need to activate weight normal and that's it. What else we need to do here? Okay, Let's go to the images and let's see
what we need to do here. I think we need to give this just a little bit of thickness. Isolate this, alright, and go to top touch
with edit mode. Hit a select all the
vertices, sorry. Hit a and hit Z, sorry, and the Grob, this side of vertices. And let's make sure that we grabbed the right
vertices, that's right. And move those to
this that I can okay? Hit G to the why and give those just a little bit
of thickness like that. Makes sure to turn
off automatic because sometimes automatic
miracles vertices and causes some problem. Tab out and as it is Z excite. Alright, What else
we can do here? We can grab this window,
tap the edit mode, and we can grab, for example, these edges. For example, let's
select this one. Hold can throw a crop this, and hold can throw the club list to select
the entire HE loop. Hit Shift D, take a
Coby, right-click, leave it in the same place
and JMP to separate this out. Okay, let's take this out. Now. Top outs, select a
new egg that we got. This one immune. Tabulate this mode
for this hit a, hit, hit F to create a big face here, and now extrude it to
give it a thickness. So hit E and give it a
thickness like that. After that, put this inside, casts a little bit
the key to the way and move this
something like that. Alright, heated away. Move us forward
just a little bit. Alright. And now we got the window here. That's great. Alright, What
else we could do here? Let's go back to the images. Let's see what else
we can do here. I tried to find the clear image. I don't know what's
exactly happening here. Maybe we have some open area just for the for the cap to
be closed and open or not. So let's try to
find another image. If I have, oh, maybe this one here. Alright, I will create
this in the next video. But before I end this video, I just forget to The black border to the window. So grab the window, hit slash, isolate
the tablet mode. Let's, let's make the
thickness a little bit less, twice and move this, sorry. Let's go to the top. Don't slide the vertices in G
and move those back. Something like this for a walk. And by the way, I just need to check the Bible
because the bevel, I'm all just very big. 0.1. Yeah, This add 0.1. Anyway,
crop this phase shift D, they are Coby right-click
to leave it in the same place and then
P as two separate us. How to crop this
interface tab and hit a and then hit I to insert. Let's insert those
just a little bit. What made sure not to
answer those too much because you will get
some overlapping here, as you can see, we got some overlapping
here in this area. Alright, when you do that,
it's X F to delete this face. And for the overlap area, maybe I can grab these vertices here and I can go to smooth. And just smooth this area. I don't know if that's alright. I will select just those here. And the smooth, this
eric is a little bit. Alright, so now we got this, but this is not correct. We can go to front area
and go to wireframe and manually we
can move those and put those in the
correct position, something like this. Right? Now let's see what
we got so far. The select all the vertices and let's try to
smooth those out. Alright, in this case we
got nice or than we can activate will help us I
think, with the situation. So let's go to Edit haylage, go to Preferences,
let's go to Add-ons. I can endless activates loop
L to L double 0 P loop tool. Activated from here, and go to the burger icon and save
preferences and excite. Okay, so we just
activated this tool. If you go to the edit
mode and hit right-click, you'll find the loop
tool menu right here and here we have bunch
of option here. Alright, so I will hit Control
Z just to cancel that. And they will smooth this just a little bit, not too much. To give some space here. After that, I will hit
right-click and go to Loop tool and choose space to space out the distance and make the distance
even between these vertices like that. Alright? But that's not quite correct because
we need to boil this vertex and the
correct place key twice. And let's move this right here. I mean, making the distance here similar to
the distance here. Maybe even more acute twice and move this just
a little bit up. Now, grab all of these
right-click space. We get spaced out
these vertices. Right-click and let's try to
use relaxed to relax them. Again, relax and you can hit Shift R couple times if you want to relax those even more. Just hold Shift R.
And now we just relaxed this here and now
we got another results. So this trick is very nice. What else we need to do here? Alright, cool. You can control
this if you don't. Even more, by the
way, if you'd like, like grabbing this age and push this right here
and this one as well. It can push this right
here and the crop all of these vertices right-click. And let's move this here,
right-click and space. And after that right-click, relaxed and hit Shift R
to repeat the operation. And now we got this. Alright, so I will accept
this. It's very nice. Okay, here we need to make
a cut to fix this edge. It's wrong. So we don't need any
face right here. So hit K to activate. And I've told me cut from
here to here and enter. The club is vertex key twice. Hold, Alt and control and snobbish here,
activate vertex snap. Don't forget that. The same scenario here at the K make cuts
from here to here. Hit Enter, grab this key twice. Slide is hit Alt Control
and status here. When you complete, grabs a glove this age and
let's hit Control X. If you hit Control X, you will ruin the hay, but we don't need
to hit Control X. We need to hit X to
open the Delete Menu. And queues limit dissolve to delete this edge and keep
this vertex right here. That's very important. When a company the
club is face it, XF to delete it. And now we are good to go hit a and clean
any bevel weight. We don't need edible weight. And that's it. I will leave it like
this for now and later. Maybe I can give this
a thickness if I like. Alright. And hits like to excite. And now we got this frame. Okay, so, yeah,
that's will do it for this video and see
you in the next one.
21. 021 Modeling secton Adding some details to the rear side of the truck: Hello everyone and welcome back. Let's see what else
we can do here. Let's bring the images and let's see what we have
here in the rear side. Okay, we can make, we can pick this either so much. Alright, fair restless syllabus and let's tabulate this motor. And I just need to take these practices may
be down just a little bit because I have some overlapping or maybe
I can extrude them. Let's see. Yeah, I will take
those down key twice. Enslaved was right here,
something like this. Not too much. Hand for this side may be men will I can crop this
and move this down key twice and take this.
Something like this. Maybe you're right here. And what else we
need to do here? Okay, let's try to
find clear image. Right? I will hit Control
R to add one H here. And bevel this age can be the fall of two to
something like this. And now I will select
this face and hit E and extrude this
inside like that. And hits like to isolate this. And maybe I can grab this edge and hit E
and morphous like this. Because truth inside. And maybe we can select this face and that
will apply there. This one end. That's
probably be we can delete them. Okay. I don't know. Maybe we can
leave them or delete them. It was really them and
see what we will get XF. It's like to exactly, Let's
see what we got so far. Alright, so we got to opening
right here and we need to fix that, and
we will do that. Let's manually grab this edge, this edge, and let's pivot
of those can throw be. Maybe we can use
the bevel modifier. I think that's will be better. So let's add the bevel
weight one here. And let's open the bevel. Let's move that
amount even more. Something like this. Okay,
there's chiggers side. I got made a mistake here. I just need to take
these vertices up. Okay, so maybe manually
we will do that Hikida, this, you can move those here. And those here as
well. Keep busy. This move, this one right here. To get the same results. Make besides similar
to that side. Alright, now let's
target the other h's, those here in this one. And let's keep them beveled
weights, 0.5. Okay? And we need to give
this a thickness. It's very important list
it's like to isolate this and listen like this. H here with E to extrude this
inside just a little bit. And maybe manually, I
can crop all of these. Let's select this face. Sorry, this, again,
this eight hit F to create a face here. Maybe we can move this even more to the x-axis,
somebody like that. And from the side of the same
scenario, let's do it here. Club those F. And maybe this one in this one, it F credit face here. Select this and
this and this one. And let's add a
bevel, 0.5 maybe. Okay, let's grab those here. The same thing for this side. Alright, I just forget
to add face here. Select those three. Hit
F. Now select those. Can select all,
everything acutely. Okay. Hit E through this to the x-axis,
gets a little bit. And let's target
this, this edge. Let's give this
0.5 level weight, this one as well, and
this one as well. And what else? Maybe I can target these
edges as well. 0.5. And this 1.5 rights. Okay, this at the sake, and this one as well as 0.5. And those here Alright, I just
need to give all of these edges to avoid any
very akin 0.5 enter. Alright, let's see
what we got so far. Everything looks nice. We can for segment, that's okay. Alright, Now that's very cool, smooth and nicest Zeit. Now we got this result. It's nice. I think that
gap here, it's too much. We can make it smaller. We can go to the right,
go to wireframe. And men really, we just
need to move those. Something like this. And we need to keep
the same distance on the other side as well. So we need to do that. We maybe we need to create, to add a guide here. So I will hit Shift S
and move the mouse down to here the 3D cursor,
and hit Shift a. And let's add the circle here. Hit R to the ninth
degree, hit Enter. And scale the circle, make it very, very small. I just need to use
it as a guide. Something like this. Hit G and let's move circle, but this in the middle. It is. And now the age of the
circle attached this side. So from the middle to this
site, this is the distance. So grab the circle. Okay? And take this toilet to their site and align
it with this vertex. Alright, so we need to
take this up or we can hit G and put this right here. And the grub is vertex
hit Key through the Z and move this to the
edge of the circle. When you complete a crop circle hits X and to his vertices, to delete all the vertices. I just made the circle
as a guide, that's it. Now we should get the same
distance here and they're great about this area. Alright, let's see what
else we can do here before we move anywhere. Alright, let's
select this endless. He just likes to isolate
this piece and let's tap it. I will grab these two edges,
Hickey twice endless. Move those almost right here. And maybe those, let's
ignore those for now. Let's see what we can do. Alright, I think we need to take those just a little
bit up more key twice, something like that.
And hit slash. Now I will go to face, scrub this face and this face
and hit E to look through those like this
just a little bit. And if we got any
problem with the, with the bevel,
we can select all of these edges and
give them a volt, 0.5. And those here, 0.5. Just to rectify that bubble. And now it's correct. Tap out and let's say decide
digestive blocked this area. That's why I guess extra
that this now it's become nice and very
beautiful. I like it. Or actually maybe, maybe we
can take the whole face down. No. We don't need even
do to to extrude this. I just kinda show what I mean. If I hit Control-C
couple of times, I can cancel what
I did. Alright. Let's take these two vertices
key twice over them down. And you can scrub those here. And these vertices
and those here. And hit G to the Z
and move this down. When you complete club all
the vertices right here. And you can hit key to the
X and move those insights. I think that's will be
better and cleaner. Move this even more
digit to the X. Something like that
to block this area. And great, That's
cool, That's better. Alright, so what else? Let's bring the images.
We have something here. I don't know what is
evacuated. It's weird. I don't know. Do we have a
frame here or it's flat? So quite cool. This point, the image right here. And let's select this, Let's tap it as more to
go to face the gravis, three of these faces hit
P as two separate those. And let's work with
these, this area. Alright, let's hit Select to isolate it and
tablet mooted a And hit Alt E to open the
extraordinary your end towards extrude along normal and
look through this like that. Give it a thickness just
a little bit like that. And hit a shift and to calculate the
normal in case we have any problem with
the normal and go to H crop the necessary ages. Almost all the edges, by the way, those here. And let's give those a bevel
of all the way to one. Tap out. And there we go. Hits like to excite. And now we almost finished with this because we don't have
a lot of details here. Something sits right. We have nothing
here. I'm directly see what else we can do here. Let's select the
side and top crop. This phase here hits P, S to separate it. And the syllabus tab, maybe we can select this one and hit P as two separate this. And we ended with
these faces here. Let's see what we
can do with them. Alright, Do we have a nice, it makes you as what
we need to do here. Okay? Right. Okay. Okay, Let's top. It is mod enlists,
add one H right here, Control R. And we need to
make this edge such rights. I think it could be. I'm alright. Does it go to their bag? He can throw number one, I just need to check something. I need to select this edge and I need to kick the alignments. Alright? This vertex, this vertex,
there could be aligned. Alright? And I think yeah, they aligned. So now I can select
the senior age. And he keeps wise to slide it. And I will hit E for even. Okay. And I need to align by. When I hit E, I just align
the edge with this one. Okay. Let's move this. I don't know. Maybe it right here. Something like this. Okay. I think we could just
have small mistake here. And let's try to fix it. Notice right here the
distance here is very small. And if I compare
it to my results, I made it a little bit bigger. So I just need to tap and
the crop these vertices. And just move this up just
a little bit key to the Z. Maybe right here. Somebody like that. And grab these vertices as well. And has it too
excited key to the Z. Let's move this right here. And for this vertex
it just goes off. So I will add key and
manually move it. And results in the right place. And now I can select this
and move these vertices up to this and this, move this up here. And mad with manually move those City and take those back. Hit Control R to
add another a here, hit E to align its endless. Put this age may be
here and go to phase. This phase it's,
it will inserts. I think we need to insert this. I'm alright. I listen. Instead there's
just a little bit and it iterates
through this inside. Alright, something like this. It can throw our
to add one edge. And this equivalent can throw
be something like this. Now let's go to Face, select this face
and this face here. Hit Shift D to take a copy, right-click to leave
them in assemblies. And then P is to
separate them out, club those top and hit a, select them both E and extrude
those almost right here. Something like this. And what else? Go to edge, select
all the edges and give them bevel weight to one. And let's select this and
let's see what we can do with it. Okay? We have anything
else to create here. It's slashed or isolated
tab and select the ages, the outer edges, all of them. And hit E and X through
this bag like this. Okay, and let's
grab these edges, hit F to create a face here, and select those here. And it's F to create
another phase. You can ignore this
phase on the side. These ages, I don't want
them this one and this one. So hit Alt click. To pick this altar, you have to click Control
X to dissolve them. We don't need them. And now it's the
time to add Bevel. Okay. In this case, let's tap out. Go to bevel, tweak them a
villa from weight tool, angle. Let's work with angle. And
let's see now what we got. Alright, we don't
see any visible. Let's turn off. Let's turn off clump
overlap because this option right here
or limit the devil. So turn of this. If sometime you want to use bevel and you don't
see end result, just turn this off. And after that you
will see result here. We have some problem right here because the egg goes like that. And that will affect the bevel and I will not get characters of
the in this case. I just need to add the support. It goes like this to help them, to help bevel to work correctly. Now I can it K and
just make cut from here to here and hit Enter. And that will help people
work in the correct way. Alright, the same scenario
here as you can see. It, K, topic K, make Kartik goes like this. Hit Enter to confirm it. Alright, that's cool. I can't see any bevel here
because the angle here is it's less than 30. So I feel I want a bevel modifier to
target this egg here. I need to take the
ankle to maybe 10.10. That's okay. Alright, I got
very nice result accurately. Pretty cool. Alright, notice it's like to excite and let's see
what we got so far. Everything looks nice. We got some overlapping here. I can fix this
manually by taking this town key to the
Z and move this down. And what else we
need to do here? Well, we don't have much, we just need to fix this area. Club those and those hit Q to the Z and move this up,
something like this. Great. Maybe we can move
this insight top. Grab all of these vertices is key to the X and
move those inside. And now we are good to go. I saw it for this video and I will
see you in the next one.
22. 022 Modeling section Truck bed floor details: Hello everyone and welcome back. We have a few stuff
here we need to create. I have a light right here. If you notice here,
this white line, it's a light we
need to create and it didn't give it a nice
room here in this era. So I just need to move some
vertices to create this. And we have this rectangle, we need to create it and
something that right there. I don't know what is this? We have one here and we
have one here as well. We need to create them. First, I will add crop
this and tap to edit mode. Go to Wireframe, grab
these vertices and those. I just can move those
up just a little bit. Just need to have
some room here. It's key to the Z. And let's move those, something like this right here. And we got a gap here. Cover those vertices,
key to the white, and let's move those and let's put them in the right place. Hold Shift to make the
movements slowly, slow. And then I'll tap out
to grab this top. Okay, crop these
vertices and those here. Hold, Shift. Grab those. The same scenario
HD key to the Z. Or manually maybe if you like, for example, just
gonna kill you. We can cover those
first aid kit twice. Slide those up right here. And the same scenario
for those key to the Z. And all those here. Great. And four, because
we move those up, we need to move the window that we have here,
the same thing, tab and a club, everything actually even the
frame that we created. Tab. Select these vertices
and the wireframe. And Taylor's up key to the Z. Something like this. Alright, that's cool. In this. Take this up the Wireframe, grab those and Z to Z. And you take this right here. Notice it created this
light. I love this tab. Go to face. This face hit, it, inserts. Okay. Yeah, I to insert. Let's make small instance
somebody like this. And then it's E to
extrude this inside. And when you complete
it hefty and take a new copy of this
face almost right here. I will take this
out temporarily. Peers to separate it out, tap out, club this topic a, E to throw this back inside it, a shift and totally calculate the normal
in case we flipped it. Okay, Now with this
one, select it, hit G and X and
move this inside, something like
this. And then top. Now we can give this a specific material to other lights right
here. And that's great. What a cool. Let's see what else we can create
this rectangle here. So let's square right here. Club this tab to the edit mode, hit K to activate. And I have told me cut here, it a to make the cut straight. Cut here in white cat
here and goes here, hit Enter and confirm
it's in perfect, I think. Alright, in case we
have no problem, we can hit G to the Z and alive is rear
ethics with this one, this one key to the Z and
align this here as well. Writes what else we
need to do here? Grab this face, hit E to
extrude this inside like this. And when you complete I will hit P as two
separate this phase. How about glob it
and tapping his a? I mean, just select this
face because we can separate it to the X end of this here. Something like this. And we just need to extrude it. It's like to isolate it
in its E through this. And we don't need this face. Xf is a shift N to recalculate the normal top out at slash. And there we go. We got this. Alright, let's select
the body because we just need to check the bevel. Is everything is
okay with the Bible. This tab. Well, let's
make some tweaking here. For example, these vertices, I don't like to leave
them like this. I will just connect them. Activate automatic
key twice like this until a trick this
point and leave it. Move this up just Twice and less width right here. Okay. I don't know. Maybe I can move
those up to twice. Hit Alt Control and status here. Got up those both
you twice and move those up right here. I think
that's will be better. What about this? Alright, so let's
activate wireframe. I just need to see, sorry, Can throws it out, hit Y to activate the wireframe, I just need to see the direction of the bevel, how it works. Alright? Alright, this looks nice. Alright, turn off
wireframe, but it's cool. It's nice to excite and
let's see what we got. Fairness result we got here. Let's see what
else we have here. We have this stuff
here, two triangles. Let's see how can
we create them. This tablet, it would end. Maybe I can use Boolean method or I can create them here
by using the knife tool. So hit slash. And let's see, create
them right here. Hit K to activate the knife tool and let's make a
cut goes like this. Hit Enter. And we didn't get what we need. Let's make our cuts
because like this hit a to activate the angle snap and hit Enter, and
now we got it. Okay? The rectangle is not correct. So in this case, we cut the extra vertices
by the way he hit G, hold Control, snap this vertex, this vertex, the
same scenario here. Hold can throw some
vertex to this vertex. Don't forget to activate
auto America to do that. We have floating vertex here, G hold Control and
standards here. And now let's make this even had key and move it
and snap it here. This one, either the Z
hold cancer stem is here. And what else? G to the Y hold
canceled status here. Not I think it's perfect, but the direction
of this line is, I don't like it actually, so I just need to make a new
connection goes from here, maybe here, and hit Enter. And from this vertex, maybe here hits Enter. And this one had qA
Mc cut from here to here and copy this Control X dissolve,
but we don't need it. Maybe we can move this
just a little bit. Leaving the edges
goes like that. If you have an angle and make you help this angle
with an edge like this, that will help the bevel
to work correctly. But if you have an angle and
you put the H like this, Let's will give
you a wrong devil. The devil will not work
in this as tweaking. So you need to make
cut like this as I have right here. Okay? When you combine it, make a, make a connection between this vertex and
this vertex here the J. I'll write this in
your age group. It control V, bevel
it to two like this. Somebody like that.
Now you can grab this face and this fact and push those inside
just a little bit. And there we go. We got something nice here. Alright, sorry, what?
Yeah, that's cool. It's all working correctly
without any problem? Yes. A little bit of problem
right here we got okay. Maybe that's because the edge, we can make another
connection here in this area. The difference between the
side here and this side. The people here working correctly and it is
nice care of here, but here, it's not. The difference is obvious. I think we can fix this by
making it or cut like that. It enter the club this
and hit delete this edge, Control X and kick. Now, whenever we
have another result, if I grabbed this vertex and by moving this vertex up or down, Let's will affect the bevel. I will hit key twice
and move this up. Kick. What's happening here? So let's put this in
the correct angle. As I said recently,
something like this. Bubble, love this angle
and a goes like that. So tab out, and now
it's cool. Very nice. We got one here. What else? We have another one right here. Okay, to create the, the other shape right
here in this place, I will touch it. It's more than good to face. Select these two faces here. He to have the
kobe in this COVID just move it right here maybe, and move it to the surface and
align it hit out of the Z. Lines like this. I'm I right? The speaker nice angle ends
rotate a little bit like this and move its body. And let's put it in
the right place. I don't know if maybe here
it can move this right here. Something like that. When you will be satisfied, it's Alt E to open the extrude menu and
extrude along the normal. And there's just a little
bit inside like that. And hit a, sorry, hit Control L, just to select these
pieces alone in his peers to separate
those out top. And now we just need to correct the normal because
I think it's right. Yeah, that's right.
The head is different. If you're not just tap it
a shift N, and that's it. For this piece. We don't need any bubble anyway, normal and we don't
need any mirror. We need to use it as a cutoff. So select this, select the body, close the bivalent with normal. Turning this off.
Alright, now I will use a new modifiers
called Boolean. Let's add the Boolean here. The Boolean helped me to make some intersection
here between objects. So I add the Boolean
to the body, and I will pick this shape, and this here will
leave a cut here. Okay? So pick this. And then we're
gonna, we have a cut but we need to hide this, crop this and go to
object date of our TAs. And here S3, this tool wire
in here we have a cuts. As you can see, when
you complete it, go to the body equals the
modifier and apply the Boolean. You don't need it
anymore, it's done. And the shape deleted. We don't need it in
a week at the cut. Now you can activate
the vault and you can get very
nice result here. Oh, rights. And it's automatically connect itself to something,
as you can see. All right, That's
very cool and nice. We got the same
thing right here. What I call all of
his life to excite. And we almost add either
the most necessary details. Let's see, grab
this airless tab. I just need to align this
vertex with this one here. It the key to why can throw hold Control and snobbish here? And that's great. And what else? Alright, That's very cool. We add a lot of stuff here
and everything become cool. By the way, you just
need to make them something if you fully symbol. I can't see the details here. If I go just a little bit far. Here we have nice
option if you want to activate is Kahlo cavity. If you're at a few activated, you can see some detail, especially if you're
three the type to both and moneyballing
some stuff here. Alright. If you want to activate this, it's very nice and helpful. Alright, the valley here
it gives you the Kavita, sorry, black shadow
at the cavities. Alright. Something like that. So
this is before and after. Alright, I will keep
this on for now. I got very nice,
beautiful results. Now let's try to add these lines and let's count how
many we have here. 123, 456-789-1011. 12, we have 12. Alright, to crop this
top to the ethmoid. And we can do it. We have 12 here. Or maybe we can make
it this one big face by applying as
tablets we have here. Tab I'll turn off bevel, go to me or hit Control, I end up light and now it's
become one big geometry tab. Delete this egg in the
middle to add a new ages 12, had can't hold our butts
before we do this, we just need to make
something here. Alright. Okay, I will grab this
alone and go to top tablet. It would hit K, activate knife, tool, make cut like that. Hit a to make the cuts, sits right and then hit Enter. The same scenario for
decided K may cut. It goes like that. It's
a to activate NGO snap. Click here and then hit Enter. And there we go. Let's make another cut
jobs from here at CHI In essence there hit Enter and you may
ask why I did this. I did this because before I add these
because I can't hit Control R to get
this, review a line. Because all of it was one
big phase and it was gone. Gone mean face with more
than four vertices. Face with four vertices. We call this quiet. And this is what you
should always use. Face with the three vertices. We call it triangle. And you will need to avoid
this, in most cases, face with more
than four vertices like this one for example. Alright, we call this angle. If you hit Control R for this, you can have a preview a
line because it's quiet. But if you hit Control
R right here you can see I think just adults. And here as well. So
I made this quiet. I made this big face
acquired with four vertices here and four vertices
here as well. So this is faced number one and this one first number to
know when I hit Control, I can have the preview or light parts before I
divided like this. I can't do this. So it can throw or
to add one edge and rotate this until we
will cut 12 pack here. And when you confirm them, you will have this video
and add 12th Cartier. After that with this
selected hit Control, B2B will those and
just give them a small amount of beveling. Hear somebody like this. Hit can throw off to add one
here. And maybe one there. Oswald control are. Now select these faces. Alright, crop them like this. When you complete your
six through those down just a little bit city
and take those down. All right, that's cool. And now we can grab
the outer edges. Alright. We don't want to
leave it like claims, so hold Control and club
all of these edges. Let's extrude those. Hit E to the Z. And this just a little bit
suddenly like this for rock. And that's it. Tab out. And now let's activate the
bevel and weight normal. Alright, with normal, maybe
we don't need this deleted. So now we have the bevel. Maybe we can give this
a little bit of bubble. Less, use angle notes or
not, this option graduated. And now we get nice result. I think. I'm alright. Let's check details. Yeah, that's cool.
Now it's beautiful. Alright, so we did a great job. We don't have much
here to finish. We just have few stuff. Alright, I will end this video
interior and the next one.
23. 023 Modeling section Creating the back light and fixing some issues: Hello everyone and welcome back. Here. We have a lot of stuff
here we need to create, but before we jump here
and create the back door, I just noticed something. I opened YouTube and search
for Tesla Cybertruck. And I was asking where the cup, we have a cup right here and should goes
somewhere here inside, but I don't know where
should it goes because here we have a bigger glass and here we have
a smaller frame. I was asking whether
this should be hidden. And I watched some
videos closely and I discovered that the cap here, it goes like this. Alright, it's use
of this line and goes here and be hidden
inside this area. I think it goes underneath
the floor here. I've talked about when when when you close it here or
let's say when you open it. And we didn't give it a
route to use it to a slide. And we need to fix
this area because I need to as much as I can to create something
Make sense, okay? In this case, if I
want to do that, I need to move this just
a little bit forward. Okay. And before I do that, maybe I just need to make some tweaking and I just need
to making something here. I just forget it. In
the previous video when we create a stuff here. Somehow, I just lost the file. I forget to save it. And I lost all, all
of these details. I started that, I
recreated all the, all of this stuff here and
maybe you see some difference. And that's why, for example, here we have the area
here a little bit too big as compared to the
video that I created. And that's because I lost that
file and I created those. Again. So don't worry about
this stuff anyway. Let's try to fix
what we have here. Okay, I will start
here selecting these details and
I will touch it. Hits the Z to go to wireframe, just select all of these key, turn off auto America of Hideki. And let's move this
just a little bit. I just need room
here in this area. Maybe even more. Hickey. Let's move this just a
little bit more here. Alright, I've taught
that tab out. Select this tab, go to
face the crop these faces, and let's hit G to move
those. And let's move this. Maybe right here, Let's
zoom in just a little bit. Hit Q to the Y, and
almost right here when attach this
care of alright. After that, I need to select this face hit Control R
to add one edge here. I don't know, maybe right here, something like this, or I
can actually ignore it. Hit I to make an insert. And let's make it
instead like that. I don't know if making
it to make sense. I will hit can throw this at
and it's like to isolate it. And manual I will add egg right here and
bivalent Control B. Let's add two here. And then it can throw out to
add age almost right here, grab this face and
extrude inside. It gets a little
bit, not too much. Alright, now we have area, something like this
to hide the cup. Okay, hit slash. And now we got this. That's very cool. That's better, it makes sense. And some, you can get some changes here we need to make and this area,
grab this top. And it's like to isolate this. Let's see what we can
do here in this area. Alright, It's just, I need to, I don't know, maybe Adding
egg here in this place. It can throw our, sorry, can throw our add
one here and this. All right, maybe we can
move this just a little bit more acute
wise and slide it, hit E to activate even, and hit F to flip the
egg on the other side. To move it right here. Alright, something like this. Slice to excite. And let's see what
we got so far. Or as we need to move this
edge just a little bit more. Maybe right here. Okay. Let's move this forward
just a little bit. Something like that. Though I need to delete this face and it
creates something else. Okay, I will grab this Hits XF to delete this, and club those here as well. Hit XF to delete those clubs, this H plus aqueous and that one here it's F
to create a big face. And Alt click to
select this edge, F to either face here. And we just need to select some edges to give
them level weights. Grab those, give
them bubble weight. Or I 0.5. I remember we
gave him, we gave them. And these two new edges as well. Select those here. And let's add 0.5. We'll wait. And let's see what we got so
far is everything is okay. Talk about the care
of here is very nice. And here we got some
something here. Let's try to give this bevel weightless See of that will
help just a little bit. Yeah, that's okay. I will add this, give this 0.5, just to get better result here. If I activate wireframe, you will see what I have here. Or I will show it
before and after. This is before. Alright? This before. And this is why is it alright. I will give it 0.5. This after. It's very cool. Maybe in this area
as you can target this and add 0.5.
Yeah, that's better. All right, now it's lacking
and let's see what we got. Okay, that's cool. Maybe I can select
these vertices. I move this inside key
and move this to the X. And let's move this almost
right here. Tab out. And there we go. Now we
have something nice. Let's check the bubble as
beveled rocking here correctly. Because we created a, create a new face here. We forget just to pick these in your edges to give
them a bevel weight. So give them a little
bit like this. And this one here, give
it a bevel weight. And for this phase, you can delete by the way, or you can move it to feel
like you to the Z and move it right here and hit
XF to delete this face. You don't need that. Now
we have something nice. Alright, I was very cool. Let's light to excite and
let's see what we got so far. Great. Alright, for this
area, I don't know. I maybe I need to add
the care of here in this area and I can ignore
it less hit Control be, let's see what we will
get if we do this. Alright, let's
make care of that. Maybe something like this. And because we have
two vertices here, we lost the bevel. So in this case, just select
those and the wireframe and hits me and married
my distance top outs. And now we retrieved the bubble. If you didn't understand
what's happening here in this area when we made the novel and
new vertices rates this area. And there we have already,
we have a vertex, so become vertex above vertex. And because of that,
we lost bevel. I married them and I
made them one vertex. Okay? Alright, now, it's nice. And now we can move on. Now we can create some
mechanism stuff here. That's very cool. What about the door? I will select this
and hit Shift D. Take a Coby Timberlake, live them are right here. Alright, because I
need to use them. Because going to carry
with it, I need to do. I need to use
those, for example. And hit E. Alright, something like this, G and move those here. And declare the
door by this way. Alright, so let's copy this face and let's leave them
right here for now. You can hide them if you'd like. And here we have some
details we need to create. I've taught that
listed like this. And let's tabulate
it at this point. Hits a select everything, hit E to extrude this. But don't extra to
this direction. I tried to click and then
get to the white to move the new face to the y-axis.
Something like that. And let's see, where's
the the overlapping. We will have some
overlapping here. Okay, let's try to fix
some problem right here. First, maybe we can start with this edge and we can move
it to his daughter Kim. And what else? We have this one, we need
to move it as well. Grab this and hits Z
to go to wireframe, hit G twice and move this gets a little bit like
this, this one as well. And let's move that key twice
and push this like that. Go to Solid Modelling. See what we got so far. Alright, that's cool.
Now we can grab this And move this key
twice, tie this down. Not too much, something
like this for a walk. And there we go. Now, let's see what
will happen if we give this a bevel of all no working according
to the wait method, a set everything, handbook
this to one tab out. And now we have bevel, very cool and acceptable. Grab this top, hit
Control R to add a here. Almost right here. Something like this. And other control
are to add one here. And maybe he can throw
out to add eight here. You can throw our to
add one here as well. Okay, Now let's go to face his number three,
crop this face. And let's extrude
to this direction. Okay? If I extrude it without, I mean, if I extrude this
just by using the E, I will go like that. I don't keep this.
He tried to click, engage with a white
and move it to the Y. So let's move this to the right just a little bit. Not too much. You will have some overlapping
right here and cute with a white and move this
back, maybe right here. Okay, and take a
cobra of this face, hit Shift D to the wireless, leave this kobe maybe here, then P as two separate
this and that's it. This top hits like to
isolate this and hit E, right-click and G to the why. Let's move this course
a little bit like that. This face, you can delete
all you can leave it hit a and this pivot away 21. How about let's
select to excite, grab this face head slash and let's see what
else we can do here. Let's give these edges
a bevel wild-type, it's a, and move this
to one and that's it. I just gave everything
bevel and that's okay. But it's not a problem
actually. And there we go. Now we have something
here, okay? It's like to excite. We extended this to the wrong direction
and as you can see, the color is different. That's been, these
faces are flipped. So select this top, it's a shift and to
recalculate the normal. And there we go. Alright, now let's
create this hook here. And to do this, I will select this again, tap to go to the ethmoid, hit Control R to add edge. And let's move this
edge almost right here. Maybe here, hit Control V
to bevel this like at that, and hit Control R
to add one here, this area, Sunday like this. And now we can select this face. And we can hit E to extrude this right-click to
bring this back, hit the key manually, move it to the Hawaii
axis like this. And I think we got some, we made a mistake because the edges just tilted
and that's wrong. So I will have a couple
of time to do this again. Okay. So in this case, correctly see how
can we do that? Well, I'm not going to hit
Control R. I will have to control X to dissolve this edge, you got to hit Control
X and dissolve it. In this case, I will use the
knife tool from the right, maybe go to the right
is the hood wireframe. It came make cut like this, hit a to make the cast right? I think we can see, we need
to take it up from here, maybe it K and let's
start from here. It's a to make the
constraint and then you need to add C Letter to
activate cut-through. And now click panther. Now we got the
correct cuts here. Level this can throw be
and Atkin throw our age. Look here. Select this face to E. And then Monday we'll EEG and
move this to the Y like this. Oh rights. Now let's see what
else we can do here. I will, I will add an a here in the middle and I will select
this edge and this one here. Hit Shift D to move
this forward like that. And what else? Club is vertex hit G and
move this forward in alignment with this one and
select this with this hit F, grab those and push those back. Something like this. And hit Control L to link
to late yesterday, delete these edges and then hit P as two,
separate those out. The a that we added here. We don't need to go to H Alt, click Control X and solve it. Now let's work
with this one top. These two vertices, it can throw shift B to bevel the vertex, and let's label it like that. That's right. Select all of these.
Maybe we need to move this a little bit like this. And maybe we need to scale
those just a little bit. To the x-axis like this. Select all the vertices and
is killed dose like this. Alright, tab out control. I apply the skill in case we have no problem
with the scale and now hit right-click
and convert. This took care of
okay, like this. And now let's go to
the careful properties and urban geometry. Go to bevel and give it
just a little bit of depth to give this a
thickness like this. Right-click here, the
smooth, and there we go. Alright, selected, hit
Select to isolate it. And because we have
the mirror modifier, or do we have, okay, we don't have a mirror
modifier in this case, I will tap the edit
mode and select these vertices and it
X and delete vertices. So I just now have one. But this soul care of, I've still in the care of mood. I will tap out and then
hit right-click and convert this back
to mesh and less. Leave it like this.
It's like to excite. We can I don't know. Let's see. Do we
have any problem with the face orientation? No, we don't have. Alright,
now we almost finished. We just need to use
mirror modifier and let's Coby any mirror
modifier from anyplace, select this whole
shift, for example, grab this and go to mirror open this RON COVID selected
in this piece. Now I should have a mirror
and the ILS, right? Select this tab, hit a, and let's give this a bevel, wait for everything,
dropouts and now cool, everything now got bevel. Cool. Okay, Now all what we need is to start with
this door and create it, but I will do this
in the next video. See you next
24. 024 Modeling section Creating the back door: Hello everyone and
welcome back here. And this video we need
to create the back door. But before we jump there and
start creating the backdoor, I just need to make some
tweaking right here. I just made a comparison between the images
and my result. And I realized that I have some difference between what I got here and the
reference images. And that's not a huge problem. I can ignore it and couldn't
believe the course, but I don't like to leave some problem while
I can fix them easily. So I just need to
show you with me. And for example, the layer
that I have here is no, so quite wide and my
result is too much white. I can fix this and
it's not going to take type and easy just
moving vertices. Let's, let's check out other Amika just need to
give you another example. By the way, I just searching the Internet and I
got the new images. And yeah, let's compare
this area here. If I compare this area, I will notice that
this panel here, as small as compared
with the bag window almost covers this area. In my, in my example here, in my result, it's
a little bit big. So I need to fix this. And here as well, I need to extrude this down just a little bit to
make this make sense. And we don't have extra
stuff, just these things. We need to fix them. One more thing here,
we need to fix. I added here two edges and
I made the distance from the surface to this area
a little bit longer. And I just need to make it
smaller by deleting this here and make it make the
distance close to the surface. And that's what helped me when I want to create a
cover that should goes in this area
or banana closest. Okay, Let's talk with this one. Or I listened like
this, hit tab. And let's go to faces.
Grabbed this big face. It can troll blast to
grow the selection and just hit Control X to
dissolve it and that's it. We just fix it. Or this check, what
do we have here? I think we got
some problem here. We already listed XF. There's no problem. And
this one XF to delete it. Grabbed this hit F. And what else? Vce edges, we don't need them. Carpus Control X. We got
some problem with novel. Lissa grab this vertex, this vertex hit J
just to conduct them and you will
guts, correct result. You remember when I
beveled this area, I didn't give this edge a bevel. So it's very easy. I just need to give it a bevel and it will work correctly. Just give it pivotal weight one. And that's it. Alright, this age
may be in this age, I can move them just a little
bit slanted like this, but not too much to avoid
any problem with the bevel. And now let's check what we
got so far. All right, cool. I've turned that we maybe can select this
face and move it up. And move this face as will go to face and grab this and
this had key to this here. Let's move this up. By the way, you can delete this edge. Actually we don't
need it anymore. Alt click and hit
Control X to delete it. This face, this face as well, right here and the corner. And hit Z and move this up. Something like this. It's less to exert. And let's
see what we got so far. Alright, manually I will select these vertices here
and move them. Let's move those here. Something like this key
twice enslaved this down. I think of this just small room. Let's move these
vertices even more down. And on this side as well, you to this, he gets a little
bit down like that. Okay? And manually put those vertices
in the correct position, third position,
something like this. Let's move this forward
just a little bit. Leave them like that. That's what rock. Okay. What
else we need to do here? The light that we have
here is too much white. So let's make it a
little bit thinner. Listen like this by the tab. And let's grab these vertices are actually less selects the light itself
and the body tab. And you go to Wireframe, grab these vertices and hold, Shift and grab those as well. And had cheated a Z. Let's move this
almost right here. Let's check this area. Alright, that's cool. Let's grab this side and move it
like that key to the why. Something like this. And now I will tap out and select the body and
this as well. And tap. Go to wireframe club the site. Alright, let's ignore this for now and hold skeptical
up, decide as well. And hit Z. Let's move this up here. Alright, yeah,
let's move this up. I will fix it right here. Let's see what we
got from this side. Everything is okay here. Go to airframe clubs
area alone yesterday those and move those away and
put them in that corrects. I placed like this. Alright, something like that. That's cool. And this rectangle for charging as well, I just need to
change its position. Select the vertices of the
rectangle and the body, and hit E to the Z and move
it in their correct place. And Hickey to the Y to move
us forward just a little bit. And a lioness, let's
kick the alignment. Everything looks okay. Or this result is better, anomalous here, what
we can do here, or it's first, I will take
the bet down key to the Z. And let's move this. Maybe I'll hear any of
this air to be smaller. And maybe I need to extend
the length here. Select this. And let's go to Wireframe,
grab these details. And had key to the Z. And move those down.
Something like this. Alright? And manually move
these vertices to the why to fix the triangle
here that we have here. If you want to be more precise, you can select this here. What we can select here, we can select one, age, maybe hit Shift D COVID, right-click limited assemblies,
then P, S to surprise us. And select the symbol H. Top Glove is vertex. Twice, hit Alt and
move this all the way down and align
everything with it. Alright. Now I can see, whereas the problems, okay, tab out solider body
tab and for example, now I can grab these vertices and align them with this edge. Okay, hit G and move
this right here or less. Take those just a little
bit back to the why. Because I noticed that I have
weird heading having here. So it will move those
back just a little bit. Something like
that works better. Alright, let's call for the bit. I can just select these
vertices here, all of them. And move these vertices
back to the YE, just a little bit right
there. How about That's it. For this area, I can grab these vertices and move
those down due to the Z. Let's move those over here. Or something like this. One more thing here
we need to fix. I just need to fix this area. Okay, let's see how
can we do this? I need to move these
vertices a little bit out. Let's see, glob dose it. He The why and those out. And alright, let's move
those to the X as well. And had key to the zs. Less. Take those back
just a little bit. Alright. What about the edge that we could have like this? I will grab this vertex, this vertex and hit F to
create an H right here. And I will use that as a guide. Hickey activates H slab, hit G to the Z and snap
this on this edge. Grab this one as well
as due to the Z. It snapped on this at
this one as well, Keith, as he stabbed on the edge. This one you did
as he slept here. And that's one he's busy
and Snowbird on the edge. Alright, now the
result is better. But we just need to fix some stuff even more or we
can leave it like that. If you want to align
these vertices better. Can do this. Alright. Let's move this
down just a little bit. And maybe this vertex as well. If, even if you leave
his vertices in the bag, that's okay because
there are hidden, so don't worry about
them too much. You can ignore, ignore them, or actually, I can, if I want, I can move this vertex in the
correct position in three. Aligning these, again, hit G hold Control
to snap it here. And hit T hold Control and
snap it to the edge here. And that's cool.
When accompanied, club this edge and hits X E to delete three
things anymore, we just use as a guide
and there we go. Now let's check if we have
a twist with the face. No, we don't have any twist
and it's nice and clean. Now let's start with door. I don't need those anymore
because we made some kinks. I will select this and tab. And let's go to face the select all of these
phases. Like that. All of these faces. And this one as well. Hit Shift D and take
another copy here. And hit P as two,
separate this out, club those tub and fill
this area with face here. These edges, we don't need them. Grab them. You can throw X
and dissolve them. Alright, I just can
I connect those? Hit J. And let's do the, those, just those.
Alright, What else? Hit a or let's go to
H, the outer edges, and hit E to the
X and S to the X and align this to the x-axis and G and
move this to the side, a shift and to
recalculate the normal. And now we got this. I've heard that we need
to select this side, this face and hit P as two. Separate this out. And maybe we can give it a little
bit of thickness. Let's go to the right and
let's see what we got. Let's give this a thickness. Hit E and extrude this inside just a
little bit like this. Now I can crop the way the tab and the grill up all
of these vertices. And had you twice
enslaved those inside. Like this here.
Already. That's cool. It's like to isolate this piece, voter fraud, for example. And let's see what
we can do here. Let's compare this to the
images as we got here. Alright, here we have a
cut here in this area. This chick we have here cuts. And it's clear
here on this side. And we need to create
something like this. Maybe from the side view we can understand that even more. Okay, first let's grab the back faces here and hit P as two, separate those out to tab, out, club this tab and it's a, and extrude this inside. It has a little bit,
give this a thickness. Alright, that's cool. And We just need to correct
these agents here, club those gateways and move those inside
just a little bit. Something like this. And in the rights tab
out to grab this tab and we just need to make cuts. Should goes like that. Something like this. Or we can move this vertex
forward, grab this gateways, and hit Alt and move this forward almost right
here from the right, we can determine where should we move this,
maybe right here. And now, many will, they
will look up these vertices. He gets wise or mode will
hit key and move it here. Okay, something
like this and this one as well, the key to the Z. Let's move this just a
little bit like this. And maybe this one as well key and let's move this like that. Okay, something like this. And this one here, he'd key
and move with right here. Rights. And for this side, we just need to move those. And move this one, get
twice, light it here. And this will as well
as like this here. Let's see what we got
here in the perspective. Everything looks nice. We just need to move
some vertices like this, maybe those here as well. It can move those here. This egg, we don't need it. I will hit Alt click and
Control X, dissolve it. And I will stick with
this or less cool. Now we got something close
to what we have here. And now we can go
to front and use the knife tool and make the
cut goes straight down, hit a to activate
the angular snap, and then his see to cut
through and confirm that cuts something like this. Now let's select these
fields here and hit P, S to separate those. Okay, and let's start with
those top to the list. We don't need these edges here. Can throw an extra
dissolve them and hits a, and extrude those inside. Something like this gives
them a nice thickness here. If we have anaphase here in the middle of
gravity and delete it. We don't have any phase here. That's cool. Now we
got this result. As you go through them
modefier for this piece and delete the mirror we
don't need or sorry. Let's apply the middle. Yes, it can throw
a end up lights. Turned off, bevel and delete weight normal,
we don't need this. Tablet is more to Alt. Click and grab this
edge and the middle. We don't need it to
control X to dissolve it. Hit Control R, add one
H here and here at 12. And yes people
those a little bit. And let's compare
the bevel with this. How much we need to evaulate. Alright, it can throw, be this bulldoze,
something like that. Now we got this results. Can throw our to add eight
here, almost right here. Can throw our and
add it here as well. Go to Face, select now all these faces and cancel
debit faces like this. Hold Control and
cancel all these. A little bit of an insight
as to the Z scale. Those gets a little bit
to get a nice tilt here. When you will be satisfied. Go to bevel and
activators and use angle. Now we got nice pebble. And for this, I can
tap the ethmoid. And I can select
these faces here. And I can separate
them actually, it PS. Let's pick this one and hit
Select to isolate this one. This one a lot of top or right
after we isolating this, let's select this
vertex, hits E, extrude this bike hold
Control snap this, would this vertex and
activate vertex snap. But forget that. Siliceous
well as well it's E. And Love this vertex,
this vertex here. Now let's hit F to
create a, an egg here. Silicon, all the vertices here has to create a big face here. Club this vertex with this one. And it's F to greater face. And select those F. And here you can add a
big face if you like. Elicits that, at least
see what we got so far. We got this result, but we just need to make
some tweaking here. I've taken his rhetoric
Sallen-Key twice. Hi, this. We can give, give this a bevel and we
already have a bevel. Delete with normal
tablet is mod. Grab these edges E to the y-axis and hit F to fill this face is
performed inside tab out. And now we got this
one more thing here. We need to add touch. It is more hit Control
R to add an a here. Something like that. Maybe can throw a lot to add
another eight right here. It's like to isolate
this because we, we got some weird problem. Alright, because of the
egg doesn't complete. From the other side,
we got this problem. Let's go to vertex at K. May cut from here to
here and then hit Enter. Alright, we still have
the same problem. Had you twice and
move those manually. Turn it off bevel, Let's
see what we have hit a and then hit M and
varied by distance. Let's see, do we have
any clause vertices? No, we don't. Okay, let's make connection
between these vertices. Hit the key, grab
this with this. All right, that doesn't work. We have some width
problem I will use. And they've told her key and
make cuts from this to this. Other cut from this to this. I think we got some
faces flipped. I think I'm also quite sure Let's check the
face already taken. No, we don't have anything
flip everything is okay. Let's turn this off. Let's see the bevel now still
have the same problem here. Okay, let's try to move these
vertices down key twice, and move those
just a little bit. And that's fix the
problem. Let's rear. Okay, now let's add an H right
here, something like this. And let's select these
two faces here and hit X to delete them. Rob this vertex here. And this one, it's E, and put those inside hold
Control establish here. Alright. Alright, now let's make some connection between
these four vertices at F and connection here and here, alt click and then hit F.
And now we got this tab out. And assets. It's like to see
what we got so far. Well, we got all of these stuff. We just have this
area we need to fix, and we have this egg. We need to push, got up all of these edges from this
side to that side. And hit G twice BB. And move those up just
a little bit. Too much. Club this tub hit a and then
E and X through this inside. Just a little bit like that. It's a select everything, shift and totally
calculate the normal, it gets real problem. And you can leave it like
this and it will rock. Okay, now what you can
take this bag and that the police from the top
of view it and move this. Let's put it in
the correct place. Like this. And there we go. I think we got some problem
with the face orientation. Let's check this. Alright, we have this
circuit and this one, right? Almost all the door. Select this, all of these delay, tap it a Shift N and assets. Now we don't have
anything right here. Turn it off face orientation, and now everything is cool. Alright, we talk too
much time here, I know, but now we gets better results. Now is cleaner AND close
to the real vehicle. And that's what I want it. We have some stuff
here we need to create and we will do that. So that's it for this
video and see you next.
25. 025 Modeling section Creating the back lights and controls: Hello everyone, Welcome
back here and submit. Join it to create the
light that I have here. It should be right here. Let's see how can
we create a list, select this face first, hits like to isolate it, tap it with motor control or at least at age,
you can eyeball it. Let's put this
almost right here. Head selector is I
just need to make sure that I added this egg and the correct position and
yeah, something like this. Okay, That's cool. Let's hit Slash again. Go to face. I will select these
faces and separate them. Hit P, S. And I will start with this one, isolate this hit slash twice, and go to the left. We have now opened era here. To fix this, just select
these faces edges and hit F. And we done slash to excite. Now I need to select this
and do the same scenario. Tab crop these edges and
hit F to fill this area. Now we have this
piece and this piece, I need to turn
this into a light. And let's see how
can we achieve this. I will go to it,
anything where they can and it can throw out to add when ache in the middle
can throw B2B evaulate to, to something like this. We have a black
border right here. Here we have black
border, and here as well. So we need to do the same thing. This top tape be
the black border, and this one as well, and this one in the middle
will be the light. Alright, What else
we can do here? I will select these faces and COVID them to
the Y, have DY, and leave it right here
because I need to use this as glass and hit P as two,
separate this out. Grab this one. Go to select these faces and hit Q to the white and move this
inside just a little bit. Alright? Something like that. And you will have some
overlapping select these vertices and hits key to the X and
move those manually. And let's put those
maybe right here. And maybe we can hit Control
R to add one edge Atlas. Would this area can maybe
hear something like that. If you have the ability, we can move this face inside. Let's hit slash to isolate this. Alright, so we don't
need this bike faces. We can delete them actually had XF and we just ended
with one face, one site, the site. And that's what we need. I think I can grab this face and move it to
the Y just a little bit, but I will have
some overlapping. You can move it
just a little bit. I think that's will
be better if I have the ability I
can move this even more with away and that's will be more
beautiful like this. Okay? But because I have
this shape here, I can do that so I will ignore this and just move it
slightly like this. Okay, now I have the
light and the border. I just need to separate the light hit P as
two separate this. And now we just need to give
them different material. And with this one, I can give it a little bit
of thickness tab. It's a and E. But he tried to collect
because I don't need to extra, extra this diagonal like this. And move it manually
to the white key, to the Y and X through
this Jessica little bit. Okay, hit Shift M to
recalculate the normal tab out, keep it away and
move this endless. Put this in the correct
place. Something like this. Alright, let's tablet and it's mostly see what
we can do here. Maybe we can move
those to the X. Let's see what we will get. Yes, a little bit, not too much. Or maybe we can select these edges and move
those two X DX. And more than just a little
bit, make a tilde here. Tab out and slightly
just move those inside the key to
the Y. All TFs. Something like this. Maybe gets a little bit more key
to the way they can, Can I can't can throw this too difficult or
something like this. Yeah, that's cool. Alright, let's say that'd
be finished with this. And now let's see what
else we can create. We have some details here. Let's try to find another image. I found this image right here, shows me some details
here we need to create and less how
can we do this? Glove, this tablet edit mode hit Control R to add one here. And then a line, this edge like that hit S to
the X zero Enter and done, I've told you that hit
here and move this. And we just need
to align this with this vertex exactly
hits like to excite and less hits Yi and hold
Control and stub is right here. And now we've done bots. We got overlapping
vertices here. I should, I should activate the auto America
Ferriss and do that head key. Hold Control and establish
here and there we go. When you go to Face select, all of these faces. Can go to wireframe and
crop them like that. And hit P S to separate
all of these phases. Now, manually grab
this and let's fill the open air
that we got here. If I hit slash twice, I can see that I have an open area and we need
this error to be beveled. So top, go to vertices, grab all of these vertices, hit F and done. Alright, here's slash.
Ok and deselect this one and isolate
this tab here. And go to a kit number to Alt click Select the
globe is F, fill it. There, We're done. Let's see. Do we have any problem here? Alright, that's cool. It's like to excite.
And now we got this. Let's try to make it something
similar to what we have. We need just to move some
vertices just a little bit. So let's select this top, grab these vertices
in the wireframe, kit with the X and move
them just a little bit. Let's open a tab here. And maybe for this
side, I can tap, and I don't know, maybe I can grab these vertices as well and move them
just a little bit. Or no less a carb this. And maybe we can select
these vertices here. Okay? Alright, This, ignore these
and move those through the X like that in manually. Less, more of those here. He the Y and take those back
just a little bit like this. Alright, that's cool. We have here a triangle
and rectangle. Let's see how can we do that. I keep those. I will create
a rectangle right here. So I will use this tool
right here to create a rectangle selected activated. And now you can
create a rectangle, something like this
on the surface. Now we got this.
And for a triangle, Let's create another rectangle right here and we can change it. So let's get somebody
like that. There we go. Now let's go back to this tool. To make this like a triangle. Just tap it is more
to grab this air. You can throw X and
dissolve it in. Now we got this. Okay, now all what we need is just to put this in
the correct place. So the key to the Excel smooth almost right here,
and I think that's it. Even the sizes are okay. This one, maybe we can
scale it just a little bit to the X and maybe
we can move it. I think right here. Let's go to top, unless he maybe we need to
align them like that. So let's move this
just a little bit, not too much. Okay, that's cool. Now, we need to move
those inside and make them penetrate this geometry. So it gives the Z and make them penetrate
this. And there we go. We got that. Now, the next step is to use nice tool is
called bull tool. Okay, let's go to the, It's, and go to Preferences, go to others section. And here just search
for bull to all be double 0 L and activates from here. It
should be like this. You just need to activate it. And then save preferences
elicited side. Now we can open this
URL and go to Edit. You'll find the Bowl
Tool here, openness. And let's see how it swaps. I will select the one piece. For example, this
one, this should be the Qatar and it should cut this So you will need to select the theorist and then
hold shift the crop, the targets object, and go here to the brush
Boolean and to slice. And now as you can see, now we have a cut here. Let's do it again
for the triangle. Grab it all to have to grab
the target and to slice. And now we got slides. After that, I just
move the images away. I've tried that you can select this and you can hit Apply. See what we need to do here. Here. If you select this new pieces
and go to the modefier, you will see and you'll
Boolean modifier others here. You just need to apply to
control a for this one, select the rectangle, and
apply that rectangle as well. And you can go here. And you should see a
Boolean tool as well. Just hit Control a and
up light. There we go. Now I can delete these shapes. We don't need them anymore. Now select this hits
like to isolate it. And we just need to
give it a bevel. But we need to select
these edges ferrous. The wireframe mode maybe
and give those weights. And those here as well. Give them in beveled weight. And let's check the level. As you can see, we have some
problem with the bevel. We need to make a new
cuts to avoid that. In this case, I will
hit K to activate the knife tool and make
cuts from here to here, maybe hit Enter. Does you can see
that's effective, that now we got correct level. The same scenario here. This H goes like that. Maybe we can make
it goes like this. So hits a K, make cut from here
to here maybe. And then hit Enter. That's right. The same scenario
for the sighted K. Make out from here or
maybe to here hits Enter. And the other scope. And less excited about. Bevel works correctly and you don't need to
do anything else. That's its accurately
or less cool. It's like to excite it
for these two pieces, we need to give
them bevel as well, but I will use not weighted. I will use angle bevel. And that's it. This one as well. You can by the
way, you can yeah. I guess get a treatise
tool angle and that's it. I can merge those
together if I like. When you will be satisfied
with the results, you can grab them. Tab, go to Face, select this face
and this face hit G. Or maybe gateways
enslaved, sled those down. Just a little bit. Maybe
insight and key to the Z, those just a little
bit like that. And let's see what we
got so far. That's nice. Cool. Alright, so this, how to create these details
before I end this video, I just need to give you
more example about Bolton. Let's add a cube here. And let's add, for
example, UV sphere. Let's move their UV
sphere right here. Maybe we can make it a
little bit smaller and make some intersection here
between those two objects. Okay, I need to use bolt hole
and see how it will work. I need to cut the cube and
create some hole here. Inside this. You will need to go to the Edit and go to the Bowl Tool option. So the sphere should be the Qatar and the cube,
the targeted object. You need to select the Katara as a fairest selection and then hold shift and
the crop, the targets. For example, I need to
choose a difference. And as you can see now, I made the cut and the add-on automatically change the
shape tool bounding box. If I hit hip the
end, take a Coby. This is not a cube,
this is a sphere. If I go to the object
data properties here, I can see now Aldon change
the display us to bound. And it was like This was solid. When the Other1 works. Automatically change it. Because if, if, if not, you will see the sphere
and you can tell if the operations done
or not because of that had changed the geometry
to two bounding box. So you can see that result. And now you can select
this key and move it and put the cotton
anyplace you like, and you can scale it like this. In you can add another
or geometry for example. I can use this tool
and create something, for example like that
and move it inside. Selected as a Katara halting of the club this and
choose difference. Now we got a new object. Alright, now I can move this Hickey and puts it
in any place that I like. And I can duplicate this one. Hit Shift D to the Z
and put this here. Hold, Shift, grab the target and choose another difference. Okay? You can rotate as
well and do whatever. Think, for example, I can call
this edit, aren't rotated. And now we got this one
more thing here we can do. For example, listed with
this, we don't need this. Let's stick with this one. I guess it's going to
scale it to make it small. Like about maybe I can duplicate it and have the same effect. If I duplicate this
in the object mode, I will have nothing. But if I select the Qatar and tablet mode and hit a
to select all the fees. Now, if I hit Shift
D and move this, hi can have a new cats by using the same
objects and they live. There's something nice you can use when you will be
satisfied except everything. You can. Select this object and just hit Apply price and club
this apply price. Now, if you grab
them and move them, you applied to
everything and you're accepted that result. Alright. And there's no just
for intersection, you can do a lot of stuff. For example, let's delete those, we don't need them and less CO2 we can add here basically a dark
tangle like this. Let's assume that we
need to make a slice. I will hit G to the Z and make, this makes up into
our second like that. Maybe you can scale
it gets a little bit. So we have some penetration. This one will be the kettle, this one will be
the targets silica that Qatar first hold
here to grab the target. And for example, we
can choose slides. Now we got slice here. After that you can select of
this slides and hit Apply, scrub this hit
Apply and deleted. We got this piece. Slices slided from from the
targets geometry like this. You can make some
union if you like, less, add another or geometry
for example, like this. And let's push it inside
just a little bit in. Now, let's go back
to select box. I will select this
as a Qatar hold, Shift, grab this
and choose union. Now they become one piece. I select this and hit Apply price in
though I can move it out and love this one, become one piece of I
got inside, for example. If I go inside,
you can see it is one piece in the area here
is open. As you can see. Right here, we have
the intersects. Let's use this one as intersect. Just puts me right here. We can scale up, make it big. Alright? And selected halting of the goddess and
she was intersect. And now we just have
intersected area. And we can adjust this, go to face and more and more. There's just a little
bit to grab more. Geometry, middle zone. And it's very amazing
tool by the way. Alright, we explained this side. But here we have
the auto Boolean. Let's see what's the
difference here. Let's delete this and
let's delete this one as well and less add
a new geometry, for example, like that. And let's push this
inside here too busy. And let's go back to select box. Alright, I will select this other Katara and
hold here to grab this. And I will use difference
that exist here and the autopolyploidy at
will do the same job, but now you cannot control it. Now we lost the box and now
we can't move anything here. Alright. If I hit Control Z
a couple of time, if I use this methods, I can select the box and move
it and within any place. But if I use this,
I will lose it. This is a difference
between this and this. And if you want to read
this in the fast way, for example, let's add another
geometry here like that. Let's bucket inside. Yes,
a little bit like this. And let's see, we need
to cut this area. Selected hold Shift,
grab the target. I can hit Control
Shift B to open the Bowl Tool for
fast way and choose, for example, let's with thrity
of the most right here, can throw Ksp and I can choose
difference. There we go. Now we got a result. Or if you like, we learned Control Shift
P to open the menu, or you can use the shortcut
that we have here. Can throw numbers minus four, difference, can throw them. Not bad place for union
care thrown them, but I don't know whether
this star four intersect. Controlled, not bad
slides, 4 slides. Now I can do that. Control minus four intersect can throw all plus four Boolean. You can throw this
slack for slides and so on and so forth. Okay? If you hit
control, he fights. The same patterns here. You will use the auto
Boolean second, alright, for the first time it will be a little bit
complicated for you, but just try to make some cuts. Use the tool and you will use to it and it will be
easy for you to use. Let's grab all of
these, delete them, and let's end this
video and see you next.
26. 026 Modeling section Creating the light underneath the bumper: Hello everyone, Welcome back. Here. In this video we need to create the lights that should be
above the back bumper. It's right here.
It's visible from the site and it should be
visible from the bank as well. If you look at the vehicle
from the back side, you could see it's right here. And let's see how
can we do this. Let's make this small. And maybe we can put
this right here. And let's see from
where we can start. I can start with Pi Coby, one of these phases,
as I have here, I can tap to go
to the edit mode. For example, I'll grab
this face here with the to the Z tare Coby
here and hit P as two separate this new Coby and
select the senior Coby tap in to start Creating the light. I will hit Shift a
select everything. And here in the attempt, take that away to zero. We don't need any pivot weight. And select this site ID key
and move this to the center. And before you push
this a central, you just need to
activate the clipping to eclipse any
overlapping heaven in the center, hit
G and move it. Now let's move this just a
little bit inside. Like this. Because the light,
if you notice here, that should be N, has
not reached the surface. So let's try to do that. And from the bag as well, just say key in this bag. Something like this. Light has the same tilde
that we have in the body, so we need to keep that. After that, I can hit
Control R to add one H here, for example, and
can throw it out to add one H here as well
and delete this face. We don't need this
X F and delete it. Let's go to this side and
hits a Hickey to the Z. And let's put this right
here. Something like this. And these vertices, we don't need them to
reach this area. Let's hit key twice and take those back just a little bit. What it all Swiss, try to kick the images. Alright, let's see. What could we add light exactly. Okay. Alright, I think we need to push the
light even more insight. Spica live from the bag. So yeah, something like this. Let's see, grab these vertices, hit key and move those
inside just a little bit. But we need to make
sure that we need to move these two vertices
and keep the tilt as well. You can go to the right if
you feel like in Hickey and move those and keep it's
aligned with the surface. Like this. And there we go.
Okay, that's cool. Okay, now I can hit
a and E to extrude this inside like that. And go to the right, hit G and move this just a little bit because
it has some tilt here. As you can see, in the
same thing for the side. Grab these two
vertices had Keith wise and move those like that. It's the archaea. And
about the thickness. The thickness is okay. Yes. Just a little bit for too much. And after that, just check the face orientation in
case we have no problem. No, we don't have
problem, is blue. Okay, now unless try to
edit this even more, Let's select those
faces or less. Hit can throw off to
add one egg here. And the relative can
throw be like that. And it can throw or to
add one H right here. And maybe we can
detached his face. Maybe we can list for us
to select these faces. And guess hits. Alright,
we need to detach those. I just need to make sure
before I do anything. Alright, let's select
all of these phases. Ferriss. And it's shifted
the just say Coby. And then right-click
to leave them back in the simplest and then hit P S to separate those out to
about a club this kobe. It's like to isolate
the cell on top. And now let's
select these faces. And Enlisted P as two,
separate those out. And we need to select
this phase right here and separate them as well. It P, S. Now we can select this face and this phase and separate
this as well as vs. because this should be red and these traces
should be off-white, let's say a color like this. Alright, That's great. Okay, now we can excite, and let's select the first
phase that we just detach it, this one, this one here. And I need to give it
a thickness because I need to use it as a class. Touch it, it would hit a select all the details, all the faces, and then hit Alt E to open the extra menu and choose
extrude along normal and gets, give it a small thickness here when you give
it a thickness. So we could have
amino like this, open it and activate even offset even to fix
the opposite like this. And that's called hits a then, and then hit Enter recalculate
the normal in case we have problem when
it will be satisfied. Give this a bevel, but use angle to give
this a bevel and cake. If you have any
face in the middle, you need to delete it. Kick. Know we don't have
any face here. Alright. Now we gave it a
bevel and now it's okay. The same thing for this. Just activate the angle bevel. And that's like to
isolate the because we got some problem because we
delete some faces turnover. Now, let's see why
that's happened. How to check everything. Let's try to bevel the
span of only go to aqueous number to hit a
select all the edges, and then hit control
V to bubble this. Let's give this small bubble. Alright, It seems like
we have some problem here because maybe we have
some double vertices. If we have somebody like that, we can go to vertex
at number one and hit a select
all the vertices. And yes, it's M. And she was married by distance. And as you can see, we have two vertices marriage. And I think because of
these two vertices, we got problem when we
activate the bevel. Let's tap out now at
least you to you all got, alright, we still have the
same problem of pebble. Let's tap in and let's
see why that's happening. Alright, let's put
some vertices. We just need to
check whether seven. That's weird. Okay, If the bevel doesn't
work in the correct way, we can go around that and fix. It. Turns out bevel, Hit a select, everything, go to edge. It can throw be in
the vault manually. Ellis add for example, if three pages like this, and now it's beveled at them, pass it. Deleted bevel modifier. In this case we don't need
it and keep white normal because it will help you to
fix their shading issues. Alright, let's see
why that's happening. We have some weird
problem right here. I will hit Control-C couple of time before the
beveling just to kick. What we got here, something weird here we have
we have double edges here. Something like this. If you noticed when I hit key, I got this weird. Here. Let's try to bigger, maybe in the wireframe
it here and move it out. Yeah. Grab this, hit XF to delete it. And do we have something like
this and any other place? Let's activate the
bevel and lyse. And yeah, now it's
working correctly. All of that was because
of this edge right here. It's like to excite. All right, Now we got something
and let's say that we are done here for the light in
case we need to do anything, move anything is it
will be easy to manage. And now maybe we can go to the bumper and start
creating the bumper
27. 027 Modeling section Creating the rear bumper outline: Hi again, and we'll come back. We created the light and now
we can create the bumper. And before we do that, I just need to take a cup of this face and fill this
area was something. Let's select this and
this tablet edit mode. And maybe I can add
eight right here. Alright, to use it. And maybe I can select this face and it's hefty,
sorry, aqueous phase. Shift the end COBIT. And from here I can extrude it. In the mirror setting
here we need to activate the clipping to prevent this ache to go on
the other side. Alright, this egg
here in the middle, I don't need to
give it a double. So let's go to the
item and take the, the visual weight to zero. This age, maybe we
need to move it just a little bit right here. But make sure not
to move it close because I activated
the auto merge and they will be married. I will select this and hit P, S to separate it. And now I can move it
farther to the site, activates vertex snap in Hideki
and overthrow right here. Something like this. In the club, this vertex, this vertex, maybe we can move them through the
white gets a little bit. Now we can extrude it up. It's E in the wireframe. Maybe better to
see the extrusion. He move this up
just a little bit. In this new face, the top face, we just need to
scale it just a little bit. Maybe we can scale
to the way this way. And then S X. But if you do that, That's will open the
front this area. Alright, in this case, I
can leave it in there. I will ignore this
killing towards the X and accept that killing
two there. Why? Now I can hit slice to
isolate this piece. I think the faces flipped because the
heading is the front, so I will hit a gift baskets. I need to kick of there. If we have anaphase
here and then middle, go to face, we don't have
any PC or less. Cool. Alright, now I can hit, sorry, I can select these edges. And those here, what you
have to clump those here. And the aqueous
here at the corner. We can give them bevel weight. And now it's beveled
and nice and smooth. This hits slash too
exciting. There we go. In case we need to move
this inside, That's okay. We can move it inside. Okay, now let's see, create the bumper, the back bumper add. Before we do this, let's try to understand it and let's see how can we created my reference images that I
used here inside Blender. They're not gonna
help me to create the bumper because we
have some details here. Okay. So we have
some open area here. We have some stuff here. Okay, let's try to
find another image. As you're casey, the
egg here is not, goes straight down a, tilted just a little bit
towards the car and the middle, or towards the middle. And let's check this here. Alright, the HDRI
that we have here, it's bigger as
compared to this one. So actually goes up like that. Alright, this nice image from the medulla 2D goes
down just a little bit, I think goes straight. All right, let's see what else. Here we have multiple images. Show us how can we created
and the details as well. Alright, let's get started. I will list pick this image and make this
small Control Shift R. And let's put this maybe right here to Importantly, Alright, from where we can start, maybe we can grab any
vertex from anywhere, for example, from the body. Maybe I can select this edge, hit Shift E to the
Z and take a gobi. They will use this
edge as a guide. Let's go to the right
and go to vertices. Select these two vertices of
the senior HR to be copied. And let's move this
starts from here maybe because it should
goes out of the car, out of the body cast a
little bit, not too much. If you draw a line like that, you will see that we
have some distance here. Alright, so we need to move
the chest a little bit, something like that and
we can adjust that later. Let's select this vertex city. I will extrude this right here, maybe something like this. Let's go to the right LEC. Where should we put this? Actually, I could put this something maybe right there here In this area, this
part right here, I just need to
move it to the up. I need to align it with the egg. Here is the idea. Alright, this vertex
maybe I can extrude. Now. E, It takes his dog and I just need to align
it with this edge. But thoughts, I can't move it down to this eight
because it will be too big. Maybe you're right here,
suddenly like this. Just to keep a distance. Let's move this cute with a Z, the spillovers here and maybe we can take this back
just a little bit like this. Already. That's cool. Now we can scale this, sorry, hit E to extrude it and
less extra this right here. And the crop is vertex, this vertex hit F to be Codec. That's cool. Now
I've turned that. I need to select these
stuff that we just created. Just select one, hit Control L. And you can select the other. We need to take it out of the
body just a little bit key and move with just
a little bit like this, something like that. And for this edge, I need to align
it with this one. The top vertex. So hit G and maybe from
the top we can see that. Huggy and move this right here. Let's see what we got so far. It's something
like this. And try to make the face twisted. I look at these vertices
from this angle, I can see that this
vertex that goes off, yes, out of it to this section. So we need to move
it back like that. Okay, Hideki and move
this, and that's it. Alright, so most nice. Or at least try to
kick the images again. As you can see this
from this area, it goes down just a little
bit. Let's try to do this. Let's take all of these
two vertices and move those inside like this. And that's it,
something like that. In case you have some somewhat twisted up the vertex that you need and moved back to
avoid any twisting. And that's okay. Okay, now, the rest of this, okay, and let's see what
else we can do here. Maybe now we can
select this vertex and hit E to extrude on the other side to the
middle like this. And leave it, leave
it like this for now. And maybe this one as well. We can extrude it.
We can move it. Okay, something like this. And we have here some
details we need to create. So from the bag can throw one. We can see where
should we move this? I will hit you and
move it right here. Then extrude this
down like this. And keep some distance. Because here we have, we could
add the edge here as well. And we need to keep a distance here similar to a distance
that we have here. You can eyeball it. Hit E to explore this
like that to the middle. And that's, that's it. Grab this and hit G and move it like that. Alright, and the
C120 cuts so far. All right, that's
cool and close. In case we need to make
it this big weekend, take those and move those back. All right, now I will select this vertex and I will
extrude the inside. And I need to make
sure of something. I need to make sure that all of these vertices should be
underneath the light. Now if I go to the right, I extruded this to the, to the y-axis, but I
didn't move this down. So it's very important
to move this down. Alright, to avoid
any penetration. In this case, I
want to keep the Z. N will dissolve just alphabets. Alright, so we can
check it from here. Let's pull this
underneath the light, maybe something like this. Alright. It, we can hit E and
F through this to the middle. That's cool. For this one, we can extrude
it to the right normally and hold Control and stopped
with this one and the crop. But this would, this has to
create an edge between them. And select this hit E
to extrude this here. And we can select those
here and create face. In case we need to have a face. That's easy. We can select those and hit
F to pay the face here. And we can do the same
CNR for all the bumper, but now we just need to, uh, created in general as a
line and we need to kick As he wears, the problem and we need to kick if we
have done is correct or not. After that, I will fill all
of these vertices with faces. And don't forget to detach. These vertices are from
the original body. You can select any vertex
from it and hit Control L. And you can hit P, S to separate it, and that's it. You can select it
and work with this. Okay, now let's create
a big face here. Before that, let's take
all of these two vertices. And it's going to the right. I just need to move them inside
like this. And that's it. Alright, now, I will select those vertices and hit
F to create a big face. And this vertex right here. I will use it and create the cuts like this
and then hit Enter. And that's it.
Alright, here we got, I think we have H goes down
and we need to create it. And it would be a little bit farther from
this corner, right? Labors. I mean,
something like that. Shouldn't be here. And I can do it
by adding a club. Alright, at lobe
here in this case, it will not work because
I don't have here quiet. I have ingoing because
I have 12345 vertices. In this case, I can use a knife cut from here
to here and enter. Alright, now let's elicit
grubs vertex for example. And I will go to the right
and hit E to extrude this. And it's extraordinary and
align it with this one. Hold Control and hit
key and move this down. Right here. I got this. Now let's
select this vertex. This vertex hit F to create
a connection between them. And let's see what
else we can do here. Maybe this big face
as we got here, we can fill it with face. So let's select all the
vertices here and hit F. And let's make some connection maybe from this vertex
down like this. And don't worry of this
edge doesn't go sit right? So okay. Alright, that's cool. Let's check the images again
in case we have any problem. Alright, I think
these vertices should goes down just a little bit. And if you a few cake this area, this egg goes insight from
this point like this. So our case, it sits right, and that's not correct. And we need to put
that in consideration. Before we do that,
I need to kick this area is what I
have here is correct. I don't know. I feel that's what I have
here. It's a little big. In this case, I can grab those, hit heatwaves and move
those up just a little bit. Or maybe one-by-one club is
just twice. Take this up. Something like this,
and this one as well, key twice and thetas up. In make sure that you have, you have no twist
here at this face. And be towards, alright, now it's makes sense
in a cluster what we have here to the
reference image. Okay? Mr. Lay those here. Let's hit F to create a face. And let's see what
else we can do here. To finish it. Let's select this vertex and
less extrude this insight. Maybe right here. And let's meet up here in this area and
align it with this vertex. And let's pick connection
between those four vertices. Hit F, least, align this
spectral key twice. Hold Alt and control
and stopped here. Alright, that's not
gonna work manually. Let's do this twice and move
this here. That's better. Let's hit Select to isolated
the, select these vertices. And I will extrude those two the Y or I
can, I don't know. Maybe I can either an egg here in this area and
select those here. And hit F, something like this. And then make connection
to these vertices. Alright, for example, let's hit K and make cuts
from here to here. Hit Enter, and
select those here, and hit F to add the face
here. And there we go. Let's, it's like to see
what we got so far. Alright, we got a gap here. Let's say Club those key
twice and move those inside. That's cool. We have bad heading here
because of the bevel. You can hit a and
sweetest zero to avoid this. That's cool. I just moved the images out of the screen and I just need to
make some connection here. These vertices had entered, use knife toilet K and make
cut here and hit Enter. That's better in this
faceless fillets. F. And now we nice job, and it's not finished yet. We need to add Bevel and
maybe subdivision surface. But let's end this video and
see you at the next one. The next video we will try
to complete it and finish. Alright, so that's it. Then see you next?
28. 028 Modeling section Creating the rear bumper: Hello everyone and
welcome back here. Let's complete
Creating the bumper. And let's see from where
we can start and what, what should we do? Okay, maybe now I can extrude
these vertices inside. Before I do this, I just
need to make some case here. Let's, I'm thinking of
adding new egg here. Alright, let's select
those here and hit E to extrude those
to the y-axis. And let's add a new array here, this area, something like this. Maybe now we can
select those and hit E and extrude them to the Y. So not all of these vertices, just, just those here. Okay? Hit E and F through
those inside like that. We came up with them even
more maybe right here. And I will add edge here. And I just need to move these vertices right here maybe and make some
connection between these. I want to grab this
one and hit key, hold Control and start
with this vertex to all lit and
select those three. Hit F to fill this
air with face and a line this vertex
with this one hit key. For example, to do I
hold Control and stop it here. And that's cool. Okay? Okay, Now
maybe we can select this and hit E to the Z and told cancel and
snap it right here. And will those together. So latest one here, the key hold cantatas, not
this right here. And make sure to activate
automatic to achieve that. And I forget to activate
screencast key. Okay, Let's activated
right here. Okay. Alright, now let's select those iterates
through those again. And let's move those here. Key and move those right here. Alright, maybe I can now select these vertices in that wireframe
mode and take this bag. Hickey. Move those here. In metabolic, maybe I can
grab this one and move it. Had key and a line
this right here. Maybe this one had key
and a line is here. Alright? Or maybe down. I think that's will be better. I mean, I can select those and hit the Z and move
it down right here. And now I can hit
the key and hold Control to snap
this vertex right here because I need
to plug this area. That's why. Okay, now let's
see what else we can do here. Let's start with this vertex. Maybe we can now
make some extrusion. I will hit key and snap
this vertex right here. Align it with this one. Okay? Okay, maybe now we can
all these vertices up, but let's align this vertex
with this one key to the Z. Hold Control and stop
here, stopped right here. Now let's, let's select this vertex may be
or even this one. Okay, hit E to extort this, hold Control snap this here, hit the a can, stop
this right here. And this again, stop it here. And here as well. And I just need to move it
and very just right here. Make sure to snap it correctly. Hickey, hold control it. Or maybe cut some
problems with zoom in, hit the key hold Control and
stopped here. Yeah, cool. What else? Maybe now we can select this
vertex with this one is E to the Z and X through
those here maybe, and move them back. Something like this. And
select this with this. Those four vertices
hit F. Alright? And select those
here as well as F. Notice try to fix
what we have here. I think we can move those
forward just a little bit. Something like this. And those share as well
key to the X. Alright, now we can select
those four vertices and then hit F to
fill this area. Let's see what we got. I will hit Select
to isolate this. I just need to see whether
there is a letter I got here. Okay. I got some problem. By the way Let's try to find a solution for these faces.
This one right here. This face, this face. I can move these vertices up
and move them right here. Or maybe I can
make them key hold Control and mercury this
right here and this one as well, key hold Control. And maybe this year thus
will be better for me to make them a
triangle, not quiet. And to avoid the overlap
that I got here, I can select those all of them and move them just
a little bit to the X. Something like this to
avoid that overlapping. And they can accept
a result like that. But the front, this area, we got some problem. I need to hide this place. Okay, maybe I can hit Control
R and add H right here. Something like this. In one egg here and
extrude this area. Club, this, it's
E to extrude this up and make some connection
between these vertices. Let's move those forward
just a little bit like that. And he to this year as well. Now let's select this vertex. Hideki, move it, hold Control, snap to this vertex. Something like
that sort of work. And this vertex, this vertex, we can move them back. Alright. It's like to isolate it there. Let's see what we got so far. Alright, this face,
I don't need it. It's not visible at XF. And this face right here, we don't need it to delete it. And maybe we can
make some extrusion. Let's see what will happen. If I extrude those like that. Has like to reside. Let's take a look. Alright. Let's do the same thing here. It's E and F through this and hold Control and
stopped right here. And marriage this vertex, this mixture, it's married. It G. Hold control studies here.
Alright, that's cool. And select this. Alright, let's see
what we can do here. I can select these faces and I can go to face and
choose solidify face. Solidify this out. But it's not as not gonna
work because I think we got some problem with
the face orientation. If I go to face our orientation, I can see if I have,
I have problem. This face right here is blue
and the other face, alright. I will hit eight and hit
Shift and to recalculate the normal to fix
any I have here. Now, I rectified the problem. In this case. Turn off its orientation. We don't need it anymore. Let's move this story.
Let's move this image. Alright, let's put
this right here. And let's select these
three phases again. For faces and go to face
and Q is solidify face. Let's give this a
thickness like that. Idea. I did this to connect
it with this one. So now I got a face here. We don't need it XF. And we got face here on this
side and that's wrong. We don't need it as well. Those hit XF. And here we have vertices we
need to marriage. Let's make those better. I think. G or Control. Key, hold Control and
stopped here. Great. Alright, let's select
this. Just hit E. Hold Control. Slab
is right here. And done. That's very cool.
It's like to exactly, Let's see what we
have done so far. Alright, that's cool. We cover this area and we just need
to go to the fender flyer. And maybe we can make
some kink for this. It's like to isolate this. Maybe we can add an H club
like that and extrude The face that I have here, hit E, E and extruded move, move them manually to
the x-axis like this. And let's see what
we got so far. I just need to make sure
to cover everything. Let's check it from inside. Alright, let's move those back. I just need to see
what's happening. Or something like this. Here we have some vertices. Okay, let's go to
wireframe his Z, and let's select these vertices. I just need to move those back. Hideki and move
those right here. And I just need to
align these vertices. And I think all of
these vertices are aligned except for this
one and we did it. I do have anything else
here we need to do. Let's talk about I
listed like this. And let's select these
vertices right here, and let's move of
those just a little bit right here, maybe. That's better. One more thing here
we need to do a will go to wireframe
and select those. Or maybe I can
select those here. Hickey, and move them
just a little bit. And make the distance
up here and down here. Even in maybe I need to move these
vertices are even more. I know that's can affect the light shape and
we will kink that. Let's go to the lights. Let's select all the
details of the light. Something like this. Tab. You have anything we
didn't select it. All right. No, I think
we saved everything. Sorry. Deselect the bumper. Go to the right, touch it, it is mod. Go to vertices and
select these vertices. It key. And let's move those right here and manually select those. And those as well. Somebody like this tab out. And that's it. Cool. Now what
else we need to do here? We covered almost everything. Alright, now we just need
to make some tweaking to the fender flyer
when we extrude it. Some edges here and
needs beveled weights. And we need to give
a double weight. Let's go to item and pushed
us to one. And let's see. This is a concrete level
weights all these edges, by the way, this one, this one, and those here, and even this one, select them all like that. And let's give them the
full weights to one. Alright, this one, those
here, but we'll wait one. Alright, those here as well. Okay, that's cool. What else tab out
and let's see if we have any shading a problem. If we have any heating problem, that's been one of these edges, we didn't give it
to pivot weights. And as you can see here, we have shading problem. Let's give this one but for
weight and none for it. Alright, Now hits
like to excite. Notice Fork with the bumper. We covered the most
important parts from here and now we can make a gift for the bumper some level when a
specific edges. So let's try doing that. Go to the edit mode. And now let's select some edges starting
from these edges here. By the way, leaving the age
like this, it's working. But if you want to
get better results, cats conduct them like that. That's what will be better
if you leave them like this and just use the vault. This problem actually, but if you want to use subdivision
surface after the leveling, it's wrong to leave this
in gone and gone mean face have more than
four vertices. Okay, so we can
see this face have almost 23456 vertices
and that's wrong. But if I hit K and make
molecule like this. And another key, I will change this face in this phase and this one too quiet,
and that's better. Okay, so now let's delete
these edges, right? And those here. Okay? And what else? There was
here at the corners. Alt click, select this. And those here as well. And even those here. And this one here. All the edges on the
corners, select them. All right, let's leave this
one, the one Kimberly, this one here we have a corner
and those here as well. When you select
the edges that you want to give them bubble with Alt click to select this
one and this one as well. Bevel way to one. And now we gave them a bevel. Now let's start out and
let's check what we got. If we have any heading
problem that's been we need to fix it. For example, this one, I need to give this a bevel
to kill this artifact here. And that's cool. We didn't give this a novel way. So let's give it a pivotal
weight. There'll be better. And what else? Alright,
let's check them evolve. I didn't check it. Let's check that model bevel less close. Literally the weighted normal, because actually we don't need it because here we
have Hard the normal. If Hard the normal doesn't
give us the correct result. We can try the weight is normal, but for now, let's turn
this off or deleted. And let's check that a
motto bevel 0.1 less at 0.3 to make the **** and
just turn off a clam overlap. This will limit them of all, I need to open the
vault and make it big. When I open this, I got some problem. I got some problem right here. Let's see why that's happening. Do we have the bill
vertices here? Alright? Because
suddenly right here, I didn't recognize it. Alright, to avoid this baby, we can add a cut, goes like this. Let's try. I'm also quite sure India, it's works where they added this edge level nub
works correctly. I think that's because we have sharp angle,
something like this. Maybe. But no, it's better. Alright, cool. It's to rocking. Okay, let's see what else we can do here. All of that without
subdivision surface. There is of this fine for me. I can say the holiday, the only thing
that we need to do now is add hold right here. We have a whole, if you noticed, and it's covered for this image, but I think it's opened
for the other images. For example, here, it's open. So let's try to create this. It shouldn't be smaller than the open area
that we have here. Almost. I don't know how
to make your responses. So quite big. Let's try to
create something like this. Go to the edit mode. Hit can
throw RLS at age about here and keep distance,
something like this. You can compare it.
It was your eye. And I know it's just a
little bit of imagination. But in general is not
something complicated. Let's add H right here
because it's not so big. Grab this face, hit E to
the Z and X through this. Something like this. And tab out. Alright,
that's cool. Alright for me, I
think I will add a cap here so I'm not
going to extrude anything. But what I will do it as, Let's see what we
can do or less extra this. Let's explore this. Something like
that. And this age, it's B as two separate it and select this edge
tablet with motif a. And I just need to move this
face towards its normal, this phase, the phase direction, it goes like this, and I need to move this to the face, darken. I can go here and use normal. If I want to move
this and it will not. I came over to the normal, but there's fast way. I can hit Alt S and move this to the
direction that I want. Something like this
when you complete, hit E to mix extra, some tweaking to this face and it's extruded on
the wrong direction. Hit Shift M to recalculate
the normal and done. Now we need to give
it a specific amount. Head control, a
applies killing case. We have no problem
with the scale. And if we don't want
increase the level of a bevel or maybe we didn't
gave it away to normal. I will tab hit a select
all the edges and give it weight is normal to
one. And that's it. That's better.
Select the bumper. It's like to isolate it and we didn't give you those
weighted normal, sorry, we didn't give
it a bevel weight. So let's select those and
give them bevel weight. And by the way, I don't
need to grab those. Can cancel them. Alright, let's give them one. That's will be cool. It's like to excite and that's better. I don't need to open this area and add some
stuff right here. Alright, now we got
very nice results. It's smooth and beautiful
and it's close to the image. Results. Cool. Alright, so yeah, now I can
image video and see you next. Okay?
29. 029 Modeling section Creating the front light: Hello everyone and
welcome back here. Alright, now let's start to, let's start with the front area. Now I will focus on the details,
Creating the HeadLight, fixing the problem with
the front bumper here, and do a lot of stuff. And I guess add the
cylinders here. I just make some tweaking
here and system phase and put it inside. This is not the final
result of the tire. I just added this to the
vehicle just to give it to give us feeling that
this fecal stand on something. Okay. Now, I need to start with
the fraud HeadLight. And let's see how can we
create a sphere this, try to understand it. Okay, Let's see
words for images. Sorry. Alright. We have a lot of images. And let's try to
find nice one here. For example, this
image right here. We have in the front
we have a glass cover, and underneath it
we have the light and some frame,
black frame here. We need to create and
it should be easy. But here, I don't know. We have something here. I
don't know. What is this? Maybe the lights
should goes like this. Something like that. Let's try to find another image to enter side that even more. Alright, I don't
know what is this? Bads. Let's try to search
for another image here. Okay? Alright. It seems like the end of the
light interior and this is just Bart of the of the
lights from inside, but it's not emit any light. Alright, just the geometry
here we need to add writes. I can now let's get started. Let's see from
where we can start. And let's try to pick
one of these images, maybe this one right here. Alright. Let's move them
here in this area. And let's start
Creating the light. Fairest. Let's try to, maybe I
can start with the body. I just need to pick a vertex. Maybe I can copy a
vertex from here. Just Coby it's
anywhere and hit E to throw this and
create an edge. And from here we can start
creating the, the light. Let's zoom in here
and let's see. It should start from
from the corner. It's not goes in. So that's mean I can select those this vertex and
this one and hit G. Let's move this to the why. And move this out to the X. Something like this in HD key to this here
and move those down. And let's start from here. Or maybe we can move this
in just a little bit. Alright, let's
select this vertex and move this up. Keith fuzzy. Sorry, we didn't select it. Let's take this out to the
white just a little bit. And had key to the Z. And let's move this up here. Or if now I can select
this vertex with this vertex and hit
E to extrude this. And in the front. Yeah, something like
this maybe right here. And now we can take those
out key and move those out. Right? Something like this. In the front. Maybe we can put these vertices in their
correct position. Let's move those
through the Z here. Grab this one, hit G to
the ZN, this right here. Analysts timberland, and
let's see what we got so far. Alright, now I can select this with this and putting those inside like this
and extrude them. It's E to the center and we can see that we
have some overlapping. Let's go to the mural and activity clipping and ticky
animal this. There we go. Alright, that's cool. I will hit G and with this
forward and align it better. Something like this and
this vertex manually, I will add key and Z and
move this down. There we go. Alright, now let's add An H right here in this area, because we have a gap here. Let's start to fill it in key to the white
and move this here. We will do that manually. We have some overlapping here. We can go to front
He key to this. You can take this vertex
gets a little bit down, something like that, and
add another eight here. The same scenario just
moves forward with a Y. And let's move this
right here in the front. Maybe we need to select this vertex and move it
down just a little bit. Something like this. Alright? And maybe you want to be here
and move this forward. Qi. Well, there's replicas
down just a little bit. All right, That's cool. Okay, So cool. Now we can give
this a thickness. But before we do give
this a thickness, I will select all
these faces and hit P as two separate those. Alright, now, these phases are
not connected to the body. And now I can, it's like
to isolate this tab hit a, and now I can hit all tie
to open decks 3D menu and extrude a log-normal and give those just a little bit
of thickness like that. And that's great. Now I can select this age and I just can
add one H right here. And the club, this
one had key twice and push this inside
gets a little bit. Okay. To avoid any overlapping
with the body. Okay? And let's see what
else we can do here. Maybe we can give
you this a bevel, this tab out. Close the mural. And let's open the
attempt and let's see the bevel rocking with the weight here,
working with the waste. So we need to give
it, wait, wait, wait. Let's select some edges. Let's talk with this
one, alt click, Bevel weights to one. And those here at the corners, Alt Shift click, give
them bevel weight to one. And this egg and this edge, and this one here,
beveled weight one. And even those here in the bag give them bevel weight to one. And notice target
that other edges. This one alt click
Bevel bit weight one, and those here as well.
Level weight one. And here in case we have a face in the
middle, we don't need it. Alright, we don't have
a face right here. Let's call this tab out
and let's see the result. We got some weird shading here. We can hit right-click and make, Hey, this mouth and out smooth. And don't forget
to activate harder than normal to get
better shading. Or they just that
piece of glass. We can activate subdivision
surface if we like. But if we want to do this, we need to support some faces. For example, if I tab here, you can notice that this face is very small as
compared to this one. And when you activate
subdivision surface, you need to subdivide this
and add support a yellow because the algorithm of subdivision surface
will push the, the smoothness to
this direction. Okay? So we need to add an H
right here to stop that. Support a club. For me, I will hit
Control R and add maybe three or four here and one here. Something like this too. I just wanted to make
this distance even. And I can select this
or I can add edge, support a globe here, and support eight
group right here. Now, I can activate a subdivision surface
without any problem. And don't forget
to add one here. And as you can see,
kick the difference. Maybe I can activate wireframe to use her could
understand what happened. I had Keith wise check
what's happening. Chegg, this edge when I
supported how it will goes up. Okay? So that's very
important thing to do. Can throw our to add one H
here and move this down. Alright? And we can maybe
add one H here in the middle just to support
it from the middle. And do we have any problem here, or it's because
something weird here. Let's try to turn off
subdivision surface. Let's see, hopefully that's having the stub
outs and activated. These vertices goes like
this. I don't know why. Let's try to find out why that
is having something weird. Let's activate it
and let's tablet is more to hit
Control R to add one H. Or it seems like this
area is not connected. The problem is when
we added a support, a globe right here. The distance from
here, it's okay parts. Right here. New edge reached this vertex and they are welded because of
auto America is activated. Auto marriage. Because of
that we got this problem. In this case. I can hit controls a couple
times and delete this, support a club
that I just added. Alright, so let's
try to delete them. Yeah, something like this. Alright, now let's, let's add this support a loop
in the correct way. I will hit Control
R and put this up and hit E to activate even. And now I can put it
in the correct way. And when the same time. I kept the distance correct. Along all the age.
As you can see, the same scenario,
let's do it right here. Can throw out the new age. Move it down just a little bit, hit E for even. But now the alignment working to the upper edge
and it to flip digest, hit F to flip it and
take this almost right here and confirm it's okay. Now let's add maybe
one here in the middle or to support a globe tab out. And now let's activate
subdivision surface. And now we don't
have any problem. Even if I go to the edit
mode, everything looks nice. Tap out. And that's cool. Sorry. Yeah, that's cool. Let's large and let's
see what we got so far. Let's check the
error right here. It looks nice with that. We don't have open area. And from here as
well, very cool. We have some space here, we can fix it. It's very easy. I can, for example, move these edges forward. These vertices, maybe
in the wireframe mode, just to grab them and hit key. But before I do that, if I move those
forward like this, we'll break this area. I will have something like that. And to avoid this, you can temporarily delete the support edges
that you add it. And now you can grab these vertices and
move them forward. Key to the Y, gets a little
bit to block this area. It may be those here. We can move them just
a little bit to the X, just a little bit like
this, and that's it. Now we can add edges
that we added here. That's cool. Alright, that's cool. Now let's see what
else we can do. I will select those and turn
off the veil and subdivision surface timber or less and
less selects the outer edges. Alright, let's see
what age is we need to pick just the outer edges. Hit Shift D and take
a new copy like this to the y-axis.
Something like that. Or you can heterocyclic
to leave them in the simplest and then hit P
as two separate them. Now, this new age
that we copied, let's hit Select to isolate it, and let's work with this. I will hit tab and
go the edit mode. And let's see what
we can do with this. I need to use this as a border and I need to
start from the beginning. So let's take all these
vertices head came to realize to delete them
and those here as well. And the support, a clue that
we added here, Control X. And even those are in
it till to leave those. There was just that support a Clubs can throw
likes to dissolve them. And let's see how can
we create the border. I will hit F to create a big face and connect
these two vertices that had the gay lot of those K and
those Kate and those as well. Okay. After that, I will hit
Alyssa, bring the image. I will hit Control R to
add an H right here. And hit E, E to activate even. Let's move this
almost right here. And let's see what
we got already. That's cool. Can throw
an R here as well. Hit E to activate event, hit F to flip it
on the other side. And let's do the same
scene over here. Now we got this. One more H. We need to add
here something like this. And that's great. And what else we
need to do here? Alright, so maybe
now we can delete these faces. I will
look love those. Hit XF to delete them. All. Before I delete those, I will I will take a copy of this to the Y timber level
live with right here. Maybe I need it and come back
here and delete these faces is X to delete them.
And there we go. Alright, now let's
add some support a glue to start with
these edges here. Can throw be and
this level here, and can throw all are to
add support a club here. And one here. Can throw our
support a club here. One here. And let's see
what else we can do here. Alright, now, I don't need
any bevel, by the way, just I need subdivision surface and delete the weight normal. And now we got this crop, it tried to click
here the smooth, and now it's become a smooth. So I will use this as a border. Alright, that's cool. Now I can select this
and move it forward. I will use this, this phase for the light. I will touch it is mode. And now with these
paces selected, I will hit Alt S to move these vertices two to
the normal direction. So I will hit Alt S and put those back just a little
bit, something like that. And I can hit slash to
isolate this alone. To understand what I did here. This edge, they're heavier. I will move it to his daughter Kim key twice and just move it. I need to get results
similar to what I have here. Okay? Alright, now we got this. And let's see what
else we can do here. Hello, and I think I will make these vertices with
the corner like that. That's will be better.
Those here as well. Okay, that's cool. And I don't know, maybe we can give those bevel or I can
leave them like that. But these phases in the middle, we need to give them
light material, so we need to detach them. Hit P has to detach
them. Okay, That's cool. Club this right-click. Shade Smooth, make it smooth. And just smaller tweaking here. I can grab those
and double dose. Something like this.
And even this one, I can collaborate
the ambivalence to get better shading here. And this one here,
this moth as well, to make it smooth and
assets known as hits slash. If I grab this
anhydrides Timperley, I can see the details
of the light. I have the border and we have
the other details. Okay. Alyssa, bring back of the
light and yeah, there we go. Now we created the front lights. Alright, so that's
will do it for this video and see you next.
30. 030 Modeling section edit the front bumper: Hello everyone and
welcome back Here. Okay. That was the time to fix the problem that we had with
pumper. The front bumper. I got new images and
I have them here. When I created the bumper, I wasn't have enough
information to understand what's going
on inside of the bots. I got new images and now
I I have some images. Can show me what's
here. And that's me. We need to fix the front
bumper and make it better. Okay. And before we do this
here in this area, when we created the
body or the front area, we got a twisted face, twists his face me and I just got to show
you what I mean. I will hit Shift a to add plane. For example. Let's move
the player right here, twisted face me and
something like this. Something labors. Alright, this is wrong. Okay, this twisted. And we got some
twisting right here. I look at this face
from this angle. It could be this egg
should goes like that. When you align it like this. Alright, but what I got
here, that's not working. And I was asking if they
designed the car like this, but I found this MHC Blueprints. And I noticed that
this H naught goes, sits right down, it goes
off just a little bit. We have a tilde here. And when I did that, I show you if I grab these
vertices and if I move those, if I look at this risk
from the single end, if I move those to the X, like this key to the X, I can fix the face. That was better. Now it's correct. Something like that
should be like this. But I wasn't know that the age that
should goes like that. Alright, Let's tab out. And now we got correct results. Now the face not twisted. And now it's better. In the same scenario
for the bumper of we moved this edge just a
little bit like that. We need to align in
this age to this agent. I mean, this line goes here. Now I could go to the bumper
crop, these vertices, for example, in men really key
and move those right here. Okay? And align those.
Maybe in the front. We can understand that better. Yeah, something like this. Or maybe we can move the
chest a little bit like that. Alright, okay, we fix this
problem and now it's better. And I was beautiful. And now it's the time to make some change to the front bumper. Okay? And let's see how
can we do this? Alright, from here, we are
good, here we are good. And here as well we are good, but we need to add some details. Should goes down
just a little bit. Almost like this. I mean, this edge, for example, we should take it down to get a result like that. And from the side as well. And it should be like this. Let's select it and let step. We add the sport a globes when we added the
subdivision surface. So now I will turn off all of these stuff and delete
the support a globes because I need to work with the bumper a freely
without any extra acres. And I can add all
of this letter. I just selected them and it
can throw X, dissolve them. And this edge as
well Control X is always some edges here. This one and this one. Alright? Alright, now it's
become a clean. Now I can work with it and it will be easier
to meet to control it. Okay, What's the first
step that we need to do? Let's select this
vertex right here. And these vertices, they should go in gets
a little bit like that according to the image. And in the same time
they should go down like this. Something like this. Let's try to check
another image. I need to understand
that even more. Okay? At least Sarah
and new image. All of these semi
gets from the back. Alright, let's see if
this correct or not. Okay, let's select those here. Maybe we can move those
down just a little bit. Something like this,
and try to avoid any twisting while you moving. So vertices. Alright,
that's almost cool. Let's select these
three vertices maybe. And let's go to the right
and let's see the alignment Okay, I will hit here and move those a
little bit like this. Maybe. Let's go to wireframe and let's see
what we can do with those. Let's select those and hit
G and align them like this. Okay? This one had key, and this one key and
move it like this. The idea is this line to go like that and align all of
these vertices with it. Okay, the easiest way to
achieve something like this. Alright, let's see
what we can do here. Alright. I can grab those. And he keeps wise and move
them forward like this. And use the knife tool. Accurate inmate cut
like that in a line of the cat with a line
and hit C to cut through in case we have
face on the other side, we need to cut and make it a
cut like this and hit Enter. And now these faces, we don't need them XF. In this article by
using this idea, we align these vertices. Let's see what we got so far. Alright, we got a
line vertices now, I think we could move
those on our list, make sure that's not
causing any problem. I think we could move those bag. Something like this. Alright. I'm alright. And maybe in the same
time, take them down. Okay? Alright, something like this. And then extrude them less aligning the edge that
we got here with this. So it should be underneath
this line of the growth. Yeah, it's almost zero
because that's close. Alright. We are in the GSA and
on the right side. And now when you
come with it that actually I think we moved
these vertices too much. I don't know. They feel that let's go to the
right and let's see. Yeah, we move those too
much back key twice. And let's put a
little bit like this. And men really had
ketone Z and move those until they
lined with this page. And now let's hit
E to extrude those back or back like this. And let's see what else
we can do right here. Let's go to the right and
let's see what's will happen. Actually. It's not necessary
to move a straight. We can take it down just a little bit and then
extrude it again. Alright, so we can control this. Okay? Something like this.
I will leave it, I will leave these vertices
right here for now. And later I can decide what
I need to do with them. Alright, now the bumper, it makes more sense. We need to separate
these by, by the way, from here, we need to
separate these faces. So yeah, this grab these phases, these phases like that
in those two here. And sobre this face hit P
as two, separate those. And listen like this. And let's work with this. Alright, I think we
got the mistake here. This phase, or they
will delete it XF and this tablet mode. And let's go to the vertices. Let's make some connection here. Probably this vertex
with this one hits F. What else? The SEC grab those flat
five vertices, hit F. And now we got to pick face. And maybe we can make a
connection from here to here. Maybe hit enter,
something like this, and we'll visit vertex key
twice and take this thought. But to activate
auto married twice and move this here it twice
ain't lying this right here. Something like this.
Already. That's cool. Okay, Let's see what else
we could do right here. Okay, this edge right here, maybe we can extrude it
from, from this angle. Maybe just hit the
extrude this right here. And maybe we can move this up twice and align
it with this one. And yeah, they're
married automatically. That's cool. That's
what I want accurately. And we can give us
beveled weight. Can go here and
move this to one. And now we have bevel weight. That's great. Tried to complete this. Okay? What else we
need to do here? Maybe these two edges, this one and this one, we can extrude them
just a little bit. Alright, let's check. Yeah, I will extrude
all of these, sorry. Grab them and hit
E to extort them Yes, a little bit. And let's make some
molding key to the why. Let's move those even more. Something like this. Club is vertex Hideki hold Control and will
this right here. In case we have
some problem here, we can slide this
and fix any problem. Eventually all of these
vertices will be hidden. Parts. I like to get good results. The SEC love those and
give them bevel weights. Okay, what else we
need to do here? Alright, let's accept
this result for now. For any reason, if we want to make it better, we
can make it better. Let's select those here. And you will remember that we
didn't selected this face. So let's bring this bag just to grab those three edges and hit F. And I will add an H right
here as a support loop. Age. Just to make a face here, I want to select this one,
hit F and F Again, that's it. That's great. This age maybe we can give
it piffle weight to one. Alright, that's cool. This egg here. Maybe
we can give it the VL weights and lovely to see what
else we can do here. It's like and let's see, grab this H right here, hit E to explore this. Okay? And maybe we can add eight right here,
something like this. Move this edge up to
align it with with this. I think they call
it Rocker panel. Somebody like that. Okay, anyway, let's delete this edge here and
let's move this up. Alright, that's cool. All right, I don't need this is deleted. Close this. And now let's see what
else we can do here. Maybe I can select those and move them just
a little bit more. Right here. It's very
important to live them hidden. So let's pick up those, hit S to the Y zero
and go to the right. And this Hickey, This PSC. That's great. Right? And these faces and the middle, we can take those down just a
little bit key to the Z and align them with these
vertices or edges. Let's hit S to the Z zero Intro to make those flats first. And from the right, maybe we
can understand that better. Alright, you dizzy. Hold Control and start
this right here. So now they are aligned and they are waiting
for us to collect them. And we will do that. Alright, let's see what
we can do to this area. Actually, this tried to make something here
to block this area. Okay, what we have here, Let's add one edge right here. Sorry. Let's pivot that can
throw be two to maybe. And I will hit you to
move this just a little bit entity to extrude it. Okay? Okay, something like this. Club, those hit E to the
Z and throw this up. And by the way, it's not
so quite necessary to, to follow the design 100%. Okay, I, by the way, I can, I can make some connection like this and block everything. But I will take those
up and like this. And now if I other
camera right here, nothing will be shown here. Okay, Let's take this face, maybe back just a little
bit. And these ages. Alright, that's cool. What
about this arrow right here? Acutely, we need to make
some connection here. Let's go to vertices, and let's select those, hit F to create a face here.
That's will be better. And maybe now we can select this vertex with this one
and extrude those up. Or maybe we can extrude all of these vertices up with a G
hold Control and stopped here. This makes sure that they are welded and yeah, that's right. I can hi the tire hit H to
hide it to work here. But her Alright, now let's see
what else we can do here. Let's try to find another
image for the front tire. We just need to understand
what's going on right there. I don't know if we have an
image can show us what we need here from the bag. And we have image
for the front area. We have some stuff here. Okay, that's great.
Alright, we have image. Alright, seems like
Let's bit torrent. Have an image can show us what's going on
here underneath the fender. Let's go back here and let's try to block this area
and that's it. Let's select the fender flyer and the staff who would maybe we can select to isolate
this and maybe we can select these
faces and copy them. Coby, these faces here. And we can start from
here, hit Shift D, take Coby, right-click,
leave them in the simplest P as
two separate them. Select the supraorbital,
the top it's a and then E. And right-click
canceled extrusion and manually move it like this. Let's see what we got here. Hickey, and let's move it. So maybe right here. Something like this. Yeah, that's cool. It's like to isolate this piece and alright, maybe we can hit this
and align it like this. I will delete these faces
XF and less excites me. See, now what we got so far. I will go to edge and
select these edges. Those here. Okay. I don't know, maybe we
can take this face down. Hikida busy and move this right here and avoid any penetration. Alright, cool, Loveless, go to the edges and
let's select these edges. For example, if to create a
face here and this with this, if I just need to plug this
area, that's all what I need. And if we went inside too much, we can go back. Alright. Let's go to
vertices, for example. Grab all of these vertices, hits like to excite in many religious hit G and
move those back here. Something like this. We can grab those and it gives
us E and move those down. Something like this. Even this vertex,
this same scenario. Alright, let's add an egg
here to this area like this. And let's select this vertex, hit E and align it
with this vertex here. And this one maybe we can
alliance with this one button. So let's select this. And let's select this vertex in Hikida Z and move
this right here. And laptop article up this tab key and move this
here and align this here. Alright, so what else? This here, just a
little bit. Rights. Ok. Ok, to see what else
we can do here. Can we move this just a
little bit, maybe right here? What about this
vertex right here? Actually, we don't need
it to be like this. So I don't know, maybe we can hit you,
go to wireframe. I will hit G and move this
like that to the why. And maybe this one as well. And I can even manipulate
the bumper just a little bit and move these
vertices like this. Alright? This part is very annoying
and I know that's by the way. But we have to go through all
of that to block the area. Okay. Yeah, we almost zero. We don't have much to do here. Okay, maybe we can hit Control R and it
add 28 right here. And let's see,
maybe we can select these edges and eth0 and
extrude this right there. Right? Something like this Alright, so maybe we can select this vertex and
hit Q to the, why. Will this forward
just a little bit? And take this down key to the Z and move this down in the lineups
to the surface. Maybe we can hit Keats's.
You can move this up. Just a little bit. Rights. Can we do this? Let's select this one. Z line this for this vertex
and this one as well, you to the Z and aligns
with the surface. All right, now we
plugged everything. Alright, what else
we need to do here? We got somewhat
twisted faces here. Let's try to make
this face like that. That's will be better
for the heading. And that's not going to affect anything for the
tire, for example. And yeah, for now let's
accept this results. It's summers and a lot of stuff. But yeah, we did. It's actually a
little bit annoying. I know that. But it's done. Here. We have some overlapping
here between the phases. Let's select these vertices. And let's move those just
a little bit right here. The same scenario for those. Love this and move it.
And maybe this one here. Or at least probably just that, sorry, I just made a mistake. We can move it here. What about this?
Something like that. Alright, the body now it's
become a little bit visible. We can avoid that by moving
these, these features inside, by the way, the syllabus and this hits like
to isolate it at, let's see what we got so far. Actually, it's better to movies Faces inside
gets a little bit. I going to share with me
and vice to leave those. And if I hit Alt S, it can move these
phrases inside. And that's something
important to cover this, this part of the body, Alt S and just lay those inside. Not too much. Just a little bit. And I think now I can move these faces to the
X and cover, sorry, GTX. Do have any problems TX. Okay? I think that's will be better to be still have some
overlapping right here. E to the white and move
these guys are other bits. Then key to the X. Okay, that's cool. And the same scenario
for this UI. Take this out just a
little bit, not too much. Okay. For the bumper from here, maybe we can extrude this up. Alright, we got a lot of
Fork here to do accurately. It's really annoying. Or maybe we can, I don't know, maybe we can extrude this face. It's E to extrude it in
manually move this down. And from here maybe we can keep Lizzie and
take those down. Okay, and a line is
vertex actually, whereas it should be aligned, it's maybe we can align it here. Something like this. And you can move this
vertex if you like. Something like that. If you want, or you can
leave it. No one can see it. All right. I think
now we are done here. I don't want to spend
more time here. I spend enough time just
to fixing this area. Alright, that's
probably just a little bit like that's okay. Or at least like those key
to the first, it's okay. Now let's hit Alt H
to bring the tire. And we brought all of the shrink stuff is
hide them again. Alright, Good job. Well we got here but
takes too much time. Actually. It's become a
little bit boring parts. Yeah, we'd good result here. By the way, we didn't finish, we need to make a connection
here between those and fix the heading
and do a lot of stuff. So we will do that
in the next video. See you next
31. 031 Modeling section add subdivision surface to the bumper parts: Hello again and welcome back. Recently we created
these details here and everything was
nice and fine, but I just discovered
something not make sense. If I rotate this wheel or
this tire to the z-axis tool, reach this area and I will
get some intersection here. And that's not make sense. I didn't notice that when I create it, all of these stuff. But later when I
finished editorial, I kicked the
distance and I save, that's not going to work at all. So here we have some work
to do In this error. We need to fix it. Firstly, activates
screencasts key, and let's add number one here. Maybe we can move with just
a little bit right here. Or maybe we can even, I don't know, where
is it mouse size, we can make it a
little bit smaller and move it down.
Something like that. And let's see how can
we fix our problem? Alright, how much
rotation we need here? Something like this. That's what a rock
and that's will be normal for a car to
be rotated like that? Or maybe even more
like this. Okay. Yeah, somebody like that. I don't know if that
too much or nuts. Are too busy and
maybe we can take this right here, okay,
something like this. First, I think I can
make some changes here. What I need to do is I need
to take these vertices and just move them back
just a little bit. Alright, so I want to
crop them like that and hit G and move
those back like this. But we will have
some variation here. In this case with I
will do is I will use vertex snap and had key to the Z and snubbed
this right here. Okay, let's now connect these
vertices with those here. And to do this, I will hit G and move this
bag key to the Whitehall, can throw them all
of these right here. We got these vertices
doesn't swell, did it manually hold
Control and snobbish here? And that one, I
think it's married. I don't list zoom in here. Just need to check. Sorry. Yeah, It's Mary's. That's cool. Alright, so now
we have more space here. And now we can select this and tab and
make some tweaking. Alright, So hits like to isolate this piece alone
to work with this. And let's see from
where we can start. Alright, let's
delete these faces and it's tried to
push those back. And let's see,
what's gonna happen though is maybe as well. Okay, and I don't know, can we push those? I will hit G and
those like this. And I will hit slash to excite. And now it's working. I was better. That's cool. Something like this. Okay, let's make
some things here. For example, I can move these edges and extrude
them like this. This is like to see
what we will get here. Hickey and move
this hold Control, establish vertex right here. And just willed them.
Let's move this. Yeah, they are married. That's cool. It's like, let's see what else we
can do here on this area. Alright, maybe I can
do something here. For example, I can hit, can throw all are maybe or
biannually make our cuts. Use knife tool. It
may cut like this. Okay. And this edge I can delete it, hit Control X and grab
this a kid can throw be. Just need to make sure. Yeah, we don't have extra
phase. Zero is cool. Can throw be and Bevel
just a little bit to, to something like this. And maybe we can move
this phase just a little bit like this. And select these vertices
and move them as well. Sorry, G. And move those right here. Alright, that's cool. Let's see what else
we can do here. The bumper, but I think we have some overlapping
here with the bumper, but I think we can
fix this later. But we can do here. Let's try to understand
the situation. I think we can't
move those vertices forward because that's
what Coase some problem. But let's check and let's see
what's, what's will happen. I will hit can move this
just a little bit forward. Not too much,
something like this. And I think we kept rotators and move it
and the same time. I think that's will walk. And because we did that, we got more tweaking
here we need to do, okay, we have some changes here. Alright, let's go to wireframe. Let's take up these
four vertices and we just need to move
them just a little bit to the y-axis, QY. And let's probe those here. Alright, Do we have
any overlapping, Okay, maybe we can take
those to the X. Yes, a little bit. Alright. We don't have much
open loving care. We can accept this result. Alright, What else?
I don't like? What's happening here? Let's try to fix this area. Alright, but let's see
how can we do that? Okay? Maybe we can move. This vertex gets a
little bit like that. And the crop, those
are this age. It can throw X and dissolve it. Well, what else? Alright, so let's add all I will hit controls it
and bring back this age. And let's move this here.
Something like this. And maybe we can
make some connection or align it to this edge. If I want to align
it here, like this, I need to move it and
snap it to this vertex. And any to make a new cats. Maybe like this. And this open area
we need to fill it. Let's try to what we
see, what we got here. Let's grab this vertex has
give it a Z and stop it. Sorry. Yeah, that's okay. We don't have any. I thought I got open area here. And maybe we can mitigate
this vertex here, Keith wise, a merge
this and even this one, we can make it right there. And this egg I get here. Yeah, This result is cleaner. Okay, that's cool. So when
we gave the tire to rotate, normally without any
problem on the both side, like this or like this. And that's cool button, that's something very important. I will have to alter our total, set the rotation, but
that's not gonna work. I will delete this and go to
front if I want to copy it. And other new one here and
eyeball it had with try here. That's cool. Okay, what else we
need to do here? It lets me know or
this can throw em in mirror or the to the X
can throw em and then hit X and then enter this smooth it just
a little bit right here. Cool. That's it. Alright. What do we need to do
here was the next step. The next step is to
merge those together or connect them and
work with the Bevel. Select this top of
the ethmoid end. Let's see what's the first step. Maybe I can select
those and it's slashed together and tap your
ethmoid endless. Align these vertices
to those here. Key to the X. Hold
can throw a snap. This here is very important. And maybe we need to align
these faces as well. These faces. And I think
they are aligned or not. Yeah, I think that
they're aligned. Go to edge mode to grab all of these edges and move them in. Let's put them right here, Timperley, and let's
see what we can do. Well, well, well, do we need to move this edge to this
direction? Like this? Or what we can do here. Alright, I will let, can throw out to add an
edge right here. And I will make some
connection here. You hold Control. And let's put this right here. And they will not be
connected because, because this is
not part of this, we didn't hit Control with the K talking
to American them. Okay? But I just need to align
these vertices with those hid key hold Control
to snap this right here. Same CNR for those. Okay. Okay. Stop it right here
and this one as well. That's cool. What else we need to do here? We have two edges right here. Maybe we can make them one edge. I mean, those here,
that's will be better. So grab this and this hit
M to center those as well. M NQF center. And those here has
M enqueue center. That's better. Low-rise. Now let's hits like and let's see
what we got so far. Okay, the result is called law. We just fill this area and
everything is covered. Biggest need to add
some Bevel weights. So let's select the
important edges. Those edges, okay? Those here as well. By the way, you
can ignore those. You may be asked
why I chose those. I chose those because I like
Bevel tool, go like this. And then like this, if I
didn't choose this edge, the bubble will go like that. And thus walk, that's
simply walked by the way, but I like to choose those. Okay. And the list of like those here. And maybe this age, I think
that's what we've met her. Pushing the bevel to dig this
direction is better than this. And what else? Hits like to isolate this, target, this, and
those here as well. Alright, let's give those
civil weight to one. That's cool. Okay. Let's talk about at least see
what we got so far. I will talk to the edit mode. Maybe we can select those as
well and give them verbal. See what we will got it. Okay. Sorry. I
didn't activate it. I didn't activate it. The Bible and all
of these stuff. So yeah, let's activate those. Cool. Do we have any problem with let's delete the weight
and subdivision surface. Just need to change. We have
no problem harder normally, I wouldn't give
it how to normal. Okay? I don't like this to be this
vertex to end like this. Maybe we can make some
connection between those. Hit F. I think that's better. And maybe we can add
an edge right here. Or we can use the
knife tool to make cuts and the middle hold control to make
the cut in the middle. Sort of hold Shift. And then hit Enter and grab this with this hit the J to
make connection between them. Cut up. This can throw
likes to dissolve it. And now this is
quiet, become quiet. Let's give this pivotal
weights. What else? Alright, I'm not decided yet. If I need to use subdivision surface or
just the pivot weight, maybe maybe I will use subdivision surface
later on because here we got small care. And without using
subdivision surface, this area will be light jacket or it's
not going to be smooth. So that's something about
it. I have another option. I kept subdivision
surface just to this area and I can
detach it from the rest. I think I will do that. I think that's
good choice to do. Let's go to the top. Authorized to go to Wireframe, grab these faces and hits
P as two separate them. And I guess can add subdivision surface just to
this area and make it small. That's it. Alright, let's see
what will happen if we add subdivision surface, handless, probiotics, Ferris,
let's make this ready. Tourists you that
subdivision surface. Can we couldn't negative those. Let's try this. See
what will happen. Yeah, we can't do
this accurately. And even we can take those back, connect them here by the
way, something like this. Let's keep it's one piece. And maybe Hickey and stop
those here. That's cool. So yeah, let's say like this. And let's add
subdivision surface. And let's see
what's will happen. Let's add two level to make
this even more smooth. And let's check. Right? Maybe here we need to add edge to make this
area smooth, tight. Alright, so, yeah, let's
give this a bubble weights Just like to isolate this alone, I need to work with this
one alone. We got here. Okay. Let's grab those. And those are maybe
this one has F and F again to make
its closest area. Grab this with this,
give it bevel weights. And those here. We can give them beveled blades. And now let's check the results. We have some bad shading,
I think right here. Let's try to see, yeah, we got bad shading here. Let's see what that does happen. How many vertices we have here? One vertex, all right? We have N twisting here. We got a little bit of twisting, but not a big issue. Alright, let's check how many
edges segment to a segment. So let's go to a segment. In this case, maybe we can support all of these edges
with extra edge loop. I mean, I can tap, it, can throw our and
start adding edges. Hit E to activate
the even distance, hit F to flip this to the other side and
move this and make the clause that's will help
us to get better results. Maybe Adding support,
a club here as well. Maybe here. And that's something
important by the way, to get better results
with subdivision surface. Where should we add edge loops? We still got some weird
shading happening right here. Let's try how tool, Let's try to see how
can we avoid it. Let's add maybe two
or three H's here. And let's see what will happen.
I think now it's better. And I can accept less. It's like to excite. And this one I'll
become a smooth. That's very cool. We can, by the way, make the bubble
a little bit too big. For example, I can add point to and make it a little bit big. And that's something
important because this area, the aqueous here, are smooth. No, so quite tight. And if you make this even
more smooth fuel, this area, I'll can catch more light and become very nice when
you make the Render. Both leave it, leave
a chart like this. That's not getting a walk car. That's not going to give you
a correct results when it comes to render and
lighting and this stuff. Okay. The fronts, this bumper or less, see what we can do with it. Let's isolate this
and let's see what we can do with it if we want to give this
subdivision surface. Alright, let's try
to kick this area. Can we make a connection
between these two phases? These are this area here. I don't know, but let's try. Let's take love
those hilus hit F, maybe this, those here. And let's hit F to make
a connection, sorry. Alt click to grab those F
or something like that. Maybe we can detach this edge Control X and create this again, K and make cut like this. That's better. If you didn't understand
what I did here. Before I deleted,
it was like this. And when I deleted this edge, this age now becomes strikes. Now I can reconnected
to get better results. That's why I deleted this edge. Okay, what else we can do here? I don't know, maybe we can
cover this area as well. Okay, I will grab
this edge and Ajeet wise and merge it here and select this with this page and hit F to add
the big face here. Sorry. No, those I can select
this one and hit F. I can fill it. Those here as well. I
can't feel them like this. And what else? Alright, I can delete this
edge, this important agent. So I will leave
it. But this one, I think we created this
as a support group. And Timperley, we
can delete it. Okay? Alright, now let's select the necessary edges and
let's give them bevel weights to one. And this one as well
bevel way to one. And those here, weight one And maybe this eight here. It's very important.
And this one, maybe we can select those
people weight to one. Is there anything else? We can be bullets. I
think that's it for now. Let's tap out and
activate the will. And let's change the amount 2.2. And let's see the result
before we do anything else. All right, everything
looks okay. Let's activate now subdivision
surface with level two. And now let's check
what we got so far. Alright. I like it. It's very nice. Okay, cool. This is a slash to excite. Now we have the front bumper already and we can check
the wireframe List, go to subdivision
surface and turn off optimal display it. Let's check we have some
citrate right here. As you can see, their
faces here are big. If you want to fix
this area, we can add, for example, two or
three edges here. And now the distance
become better. Here to this side.
As you can see, this area citrate to the middle. And we can avoid that by adding, can throw our and I
tried it right here to support this one here. And let's check the bevel, how many segments we have to. That's cool too.
Rights. What else? All the rectangles or the
egg is here, it looks fine. We don't have much CRH. So let's turn off. Wireframe is check this one. Let's see the wireframe. And let's go to the
subdivision surface and turn off optimal. Okay, everything looks fine. We have some variation
here and here, but that's not going
to cause huge problem. If you'd like, we
can either support a globe right here if
you like, if you want. But that's what nicely cool. Now we got cool results, but we, maybe we need to make
some tweaking here later. Okay? Okay, that's cool. Great result. I like it. I know we spent too much
time to create this part. In the end of the day, we got something nice and
beautiful and I like it. Actually. The edges are nice. And when we put a camera
to close distance, we can have nice edges and nice shading and
that's what they want. And that's what I
always care about. Alright, so I will end this
video and see you next.
32. 032 Modeling section Create the reflector light above the bumper: Hello everyone. Welcome back here. Let's see what's the next step. I think now we can create the light that we
have here above the bumper and underneath
this shape here. And here we have an image. As you can see, we have
some lighting here. And let's see how can recreate. Alright, so first the syllabus and it's like to isolate it. And I think I can take
these vertices or edges. For example, I can
copy these edges. Maybe just select them, 50. The Z, maybe I move them down just a little bit and then it
appears to separate those. And now we can start with this. Let's turn off these stuff, bevel and all of these
modifier for now. Let's see, do we need them? I just, I will talk to it. It's more to go to vertices. Yeah, I think we need
the subdivision, all of these stuff because
we have a cube right here. Alright, so let's get started. I will add to a and E, This E and extrude this
right here in the front. Maybe I need to select the upper area here
and move those up. You to see right here. Then select those
and take them up. Let's slice to exert over the
local more than, less CO2. Because so far, maybe we need to move those
just a little bit up. Maybe right here. As great. Here we lifted with
very small space. In this case, maybe let's try. Maybe we can control the bumper and take it
down just a little bit. This check the images. Alright, even in
the real images, we don't have that much space. So what we got right here, it's it's almost correct. So I will keep it. Let's hit Tab. And listed like this is more or less select this vertex that I
got here in the wireframe, and I will hit G
and move this up. Let's move with
maybe right here, just aligned with the bumper. Maybe I need to move those
four or just a little bit like this and make these vertices
reach this egg here. You twice hit Alt and
move those forward. And maybe now we can
give this a thickness. Okay, It's nice to isolate
it and let's select. Ok, to give this a thickness, maybe we can use a solid define modefier
are just extrude them. We have these options. Hits a, select all the
vertices and hit E, and extrude those back
just a little bit. When you extrude them, just hit the a and then
have to end to recalculate the normal in case we have a problem
with their normal. Okay. You'll need to do
all this always. And as you can see, we got some change if you
noticed, that's me. Yeah. We there was a problem with
the normal and we fixed it. Okay. Let's it slightly, and let's
see what we got so far. Now we got this
results in this cool. Now let's see what's
the next step. Maybe I need to both these phases inside
just a little bit. Select those and hit Alt S
to move these phases bag. Because although
with this thought too much, That's great. Now we need to give the
subdivision surface or Bevel. Let's see what we can give it. Alright. It's fairest thing. I don't know. I'm not decided yet if I
will add subdivision surface or use just pavel. What's ferrous to see? Do we have any middle face here? And yeah, we have,
I will delete it, hit XF and just select these vertices and
move them like this. If you get an overlapping, like what I have here, you need to go to the mirror and activate buys a clipping. And now when you move it
will snap to the center. And that's what we
need accurately. Something like this. Very cool. Alright, now what I will do is I will select these faces
and use them as a guide. Because I'm thinking golf, use ShrinkWrap modefier
to get this care. So it will hit Shift
D and hit right-click to leave the same
Coby and the surplus. And it's P as two, separate it out, select the City Hall,
Coby hits Esterhazy, scale it the z-axis, but let's put the origin
dots and the correct place. Right-click. Sit
origin to geometry. And if you do that, you will lose the
mirror modifier and It's okay because I
can delete all of these modifiers for this plane. I don't need any modefier. Alright, let's scale it for now. And let's type it as. I will extend these vertices just a little bit key
twice what it Alt. And move this right here, got those key twice, hit Alt and move this
just a little bit like that to cover the whole era. And now we can give this subdivision surface
and make it smoother again. Let's add two or maybe three. You cannot fall. Tablet is more to enlist
support samantha with a group like this one here. And thus it's so sorry, you can throw all know, maybe I can move this
to the shrink section. It's M. M. Alright, I could exact of
the local mode selected, hit em, and move it to the shrink and live
it's right there. For now, select this
piece that we created. And now let's delete the weight and
normal subdivision because we're not going to
use subdivision surface, we just gotta give it a bevel. Alice tab and listed is the
extra Hs that we got here. Okay, And what else? Alright, now we can
give it a bevel and maybe we can use bevel
way to achieve that. Let's select their
necessary edges, maybe those and those
edges here as well. And go to this arrow open-end to go to item and give it
pivotal way to one. Now we got people wait. Now I can go to the bevel and
increase the segments maybe and leave the amounts 0.14. Now, activate Hard the normal to get better shading results. And that's cool. We did it create. Now
we just need to add a couple of acres
right here to support this area because we
need to shrink it, ShrinkWrap this face on the, on the plane that
we just created. So let's add extra Hs in. Now. It will go to Face
ID number three. Select this face,
hold ketorolac, club this to select
all these faces and go to the object
data properties, create a new group of
vertices and hit the same. If you want to change
the name, That's okay. Just don't forget
to hit the side. Now we assign them. Right now. Tap out, go to the modifier and less add ShrinkWrap modefier and
put it above bevel. And we need to unhide the new venule faces
that we just created. And the C, What's the name was? This one right here. Okay. Let's hit F2 to give
it a specific name, maybe fronts, maybe a life just to
close it. And that's it. So now what should be
right here and the crank? Alright, whereas if I will let em and move
it to the shrink. Alright, if you
didn't see it here, just go to the offline
and hits the dots beside the zero in the numbers,
and you should find it. So now we got this right
here. Alright, that's cool. I think I was, yeah, this is the
mistake I made. I thought the
ShrinkWrap modefier is opened and all of
these stuff inside. That's where you could open it. It's right here.
Okay, that's cool. So let's select the light
and it's like to excite. And now let's ShrinkWrap
these faces on this plane. Like this. Pick the plane, and
let's choose the vertex, the group that we just picked. And that's it. Now we got this. Let's turn off mirror
modifier for now. That's very cool. Now we can add mirror modifier underneath the
ShrinkWrap modefier and make it the first one. Now we could get
correct results. When you satisfy with the
results, everything is okay. Now you can hit
Control a and apply the shrink and keep
all the kinks. Now I can delete this. I
don't think that anymore. Now I got the care of that.
I once, as you can see, nice and smooth without adding any subdivision and extra
polygons. Or that's cool. Now let's see what
else we can do here. I will go to the ethmoid and just going to
add an egg here. Can throw off. Sorry,
you can throw off. Let's add a club right here. And I will do for this kid
thrown be something like this. Now maybe we can move these faces just a
little bit forward. Alright, key to the YAML though is just a
little bit like this. Now I got this result. And let's hit Control
RLS add egg here. This area in the bullet
can throw be like that. Maybe we can use
this as a lights. So the whole effect that
we need to do it here, it just select this face it, I insert like this. But speaking for two nodes, make any intersection
with the bevel. I just need to
select these edges and take bevel way to zero. We don't need edible weight. And maybe now we can detach this face and use it as a light when we go to the
Materials section. Okay? But for now we'll
just leave it like this instead of this face. And when we reach them Materials
section I will give this a specific material
to act like a light. And maybe this, I can give
it, take less material. Alright, that's cool. How about any? I know we got something
here because we moved these edges
diagonally like that. We affected the bevel
just a little bit. And if we need to fix this area, maybe we can move some edges just a little bit
as you can see. And maybe these here, and don't forget to activate
automatic to achieve this. And maybe those here as well. I can select them
and just move them a little bit like that. Alright, that's better. Alright, So, yeah, that says, let's end this video and it was complete and the next
videos. See you next.
33. 033 Modeling section Creathing the bumper lights and the grill: Hello everyone. Welcome back. Okay, here in this area we got some stuff we need to create. We have a light here and I don't know what's exist
here in the middle. But let's try to
track the images and let's see what we got
there and created. Okay, this talk with the light. Let's put the
reference me try here, right here and hits and
to close this panel. And let's get started. Let's try to understand
first what we got here. I think the shape of the
light, something like this. And the light is right here. And this is the bumper. Okay? So we need to create,
design like this. Okay, Let's see if from
where we can start, maybe we can select that
pumper and I don't know, maybe we can cope it
a face from here. Let's copy this
phase shift to the, the Z and lists this right here at PS two separate
event that sets. Let's start with
this one. Let's turn off literally the width
normal from this. We don't think that's turned
off subdivision surface. Maybe we need this
later. I don't know. I'm not decided yet. Or
maybe I just use sub, sorry, maybe I can use
bivalent that sets. But for now let's focus on the designer lets
you can recreate it. If mod hit a and we don't
need any pivot, wait for it. Now I can see that I have blue line right here that's been, we
have a bubble weight, zero it out and hits E to extrude this and this right here for
now hit a shift in, in case we got problem. Alright, so let's select
this face and let's move this up and align
it with the bumper. And the same scenario
we're going up the spine, keep it busy and take
this down right here. That's cool. Now let's hit a, hit E
to the white and move the whole box inside,
almost right here. Or maybe here for now. And what else? Let's go to the front
and maybe we can move. It gets a little bit like this. Something like that. Okay? Maybe we need to make
it smaller just a little bit. Go to other vertices
in the Marwan and go to Wireframe. Grab this side. The four vertices here. Hickey, endless, smooth,
this right here. Yes, eyeball it. And now we got this. Or they first said there's meaning
to do here, hit Control R, and let's add a here and this
area and maybe those two vertices Now we can move
them to the Y, like this. These faces here, we can put
them inside G to the white and move them
inside. That's cool. Let's see what else we can do. Alright, I will hit, can throw off to I want to make
here in the middle, can throw me to
bevel it like this, and can throw off
to add one here. Ambivalence as well
can throw be developed the tool to create
the light here. So now let's select
this face here. Hit E, but don't
throw it like that. Diagonally. Hit E. And let's right-click to cancel the extrusion and
then manually move it to key to the white and
put this inside like this. Probably that's cool.
Alright, now let's hit Shift D to COBie a
face from this end, let's take this kobe
right here, Timperley. End there. Let's see what we can do here. Maybe we can hit can end up
the whole area like this. Yes, a little bit of
beveling and live like that. For this interface, we
can select it and hit E, right-click and GYN, give it
a little bit of thickness. And then it's a select
everything shifted to recalculate the normal.
All right, That's great. Select this face one vertex 181 phase from this
piece and then hit Control L to link select. And hit P as two, separate it out from the group, manually key to the white and
move it inside right there. That's cool. Alright, so now let's
work with bevel. Let's give this a level. Let's open this tablet is warranted a and
give it the way to one and turn off subdivision
surface, open the bevel. Let's go to heart and normal
to correct the hitting. And as you can see, we have
before and after results. Tab I'll select this one. Maybe this same scenario
we can go to a Tim tablet. It's more teach a
silicate everything, give it the hallway
to one and delete subdivision surface from it and give it's hard
to normal activated. And now we got a nice
smooth result right here. Okay, Now let's see
what next weekend do Let's try to create that thing. And I don't know exactly
what's going on there, but let's try to make
something similar. Let's select this, for example, tab and maybe we can
copy these faces. Hit Shift D and the
right-click to live within same place and
the P S to separate. This is how about this
scenario face tab and hit a and then hit
E to extrude flavors. Or if somebody like that. And maybe we can move with
just a little bit even more. And it can throw out to
add one H right here. And select these faces and hit Q to the white and move
those inside like that. Maybe this edge I
can hit Alt click to grab the entire edge
loop like this. And maybe we can be, well, it's actually before we be able as I can these ages
like that's that's that's better for
the, for the Bevel. Select those. Can throw me
in this bubblegum like that. Headless add extra edges here
and make this area smooth. Because I think this era
is smooth, goes like this. And try to create
something similar, but make sure not to give it
a big amount of beveling. And in this case you will
got some intersection here. So try to avoid that. Now I got this results. I feel that we have some
problem with the heading. In this case, let's
select the necessary ages are listed at the sclera, the bevel weight from
here, everything manually. This either Let's give it
to the necessary ages, just select them all
to shift and click. Elicit, grab all of these edges and give them pivotal
weight to one. Sorry. That's cool. These ages as well. But all the way to one that
is called as readiness. Cool. Let's see. Before I left her for
the heart of the normal. Yeah, that's cool. It's very important to activate
heart. The normal here. Hits like to exert. And let's see what else we can do here. Now we got this shape. And I think we that's too much because I think we moved this too much back and
that's not make sense. I don't know what let's
select these faces here. And let's hit E to the chest
a little bit like this. And then you Ages as
we just extruded. Let's give them bevel
weights to one. I can isolate this actually, that's what would be better like this and this and give
it the void to one. Let's hits like to excite. And let's see what
we got so far. Okay, Now the result
is very cool. I just need to make
some tweaking here. All right, listen like
this and tablet mode. And I think I need to move these faces forward
just a little bit, because that's too much. I just moved these
phrases back to match the select those. Hit Control Plus to grow the
selection to select these the face on the site
as well in manually key and move those
to the Y. Like this. I think that's good now. All right, something like this. Or even I can move
this even more acute with the white
and move it right here. Let's take this back, gets
a little bit key to the Y. That's called
something like this. Right now is very
cool. I like it. And maybe we just need to
add Bevel here in this area. I think that's important. So let's type it is mod Alt, click on this, a given level the way to one and that's it. You can exact. And
now it's very cool. Summer tweaking we can make
to the bumper if we need, we can select these faces, for example, this
one and this one. And maybe we can move those back just a little
bit, not too much. And I think that's not
going to cause any problem. Alright. It's likely unless you with regards
yeah, that's cool. I guess cover this area here. Alright, let's see what
else we could do here. Alright, seems like we have
something here in the middle. We need to create it. And to do that, I
can select this. I can, for example, I can copy these phases here. Okay, and hit Shift D there, kobe to the, why? Somebody like this
to the x-axis, sorry And maybe we can move
those just a little bit and go to the mirror
are activated clipping. And that's cool. Now I can select the side of edges he and move those just
a little bit like this. After that, you got to face, select these faces,
PS to separate them. Select those, and listen
like these edges. Because we don't
need to give them bevel weight and
less zero this out. And what else had a
hit E to extrude, cancel the extrusion
and manually Hickey to the white and move
it back just a little bit. And maybe we can
leave it like this or maybe we can even
scale it to the Y. Here's your enter and make this face flat. And there we go. Now let's select
the necessary ages that we need to target. Ellis, give them
visual weight to one. And now we got this
nice smooth shape here. Alright, that's
cool. One more thing here we need to create. Let's select this. And let's grab these phases and hit Shift D to
take a copy of them, right-click to leave
them in assembly SPS. To separate them. Syllabus
interface, go to vertices, grab all of these vertices, hit E to the white and move those back just a little
bit, maybe right here. And maybe those I can push
those forward, keep it away. Hits a and then hit
E to explore this. And this face in the
middle, we don't need it. So hit F to delete it. Select these vertices, go to the neural activity
clipping and had key and all those to the center until they
meet each other. Alright, that's cool.
Maybe we need to move those forward just a little bit to fill
this gap the way. Or even maybe we can go
to the bumper itself and select the vertex here in
the middle and align it to actually we can
do that It key to the Y and align this
vertex with this. And this one here.
Key to the white and the length with this one
by using vertex snap. And that's Pesaro.
Actually. Now I can grab those and move these phases just a
little bit to the way. Something like this.
And that's cool. Maybe we can give
this a bevel weights. Let's select this edge. Maybe. Yeah, I think this one in this one and this one right here and give it piffle weights. That's cool. And these ages in the middle, we don't need to give
them any bevel weight. And that's become
a sport and nice. Alright, let's see. Do we have anything else
here? We need to add. We have something right here. We need to add in the front
of what we got so far. As you can see here. The front, this open area is covered
with hexagonal shape. So let's see how can we created. Alright, let's go to
the fraud ferrous. This hit Shift a, and
let's go to Mesh and maybe we can start
with the cylinder. And we need six side has
entered top to the nth mode, go to physical obvious
face hit Control I to invert XF to delete. No, no hits. A to select this face,
hit Arthur the X. Our next degree to
rotate it like this, you can scale it,
actually make it small. And they this mode. We can go to the vertices and
select all the vertices. Now we need to copy this and
snap it in the same time. I can use vertex snap, but you just need to activate the active stamp with active. After that, Let's make one of these vertices,
the active vertex. You can just hold
Shift and click, click on it and click again to make it
active and that's it. Then you can hit Shift D and
hold Control and snapped and your active vertex with
this site and you can hit, can throw off to repeat
that again and again, until it we get
something like this. Alright, now I can
select them all and skill and because there's too much actually lists,
this kill those. Those right here. Because we
scale them and move them. All of these vertices
are American automatically because auto
America is activated here. You can scale those
even more like that. And let's select all
of these polygons. And I will make one of these
vertices to the active one, this one right here. And then hit Shift D to the Z or hefty and cancel the y-axis. Shift Y to move on to the Z and X and hold Control
and stop this right here. Now we got this. I've started That's select all
of these faces. And now I need to make this
vertex the active one, have the who, the Z
and snaps right here. And now you can repeat this. Shift. Our shaft are coupled time until we got a pattern
like this. And that's great. Maybe we need to copy
it one more time. Alright, so let's
make this vertex that active want to snap
this to this vertex, hit Shift D to COBie, it's canceled the y-axis Shift Y and hold Control and stop
the active one right here. And that's cool.
Now we got this. You can actually
shift our factory B. That's if you'd like it. Has a hit G to move
and then hit Enter. The idea is when
you hit G to move, because automotives activated, all of these vertices
will be married, and now all of them are married. Okay? And after that, we can do
is I will let a and go to front and move those
and put it right here. I just need to see the size. Alright, so we need to
scale those even more. So let's hit S and
let's kill those. I think now the size is cool, something like this.
And I will accept it. And thus me, we need to extrude
or duplicate those more. So let's put those maybe
right here for now. And it's like to
isolate this alone. And let's pick one
of these vertices. Let's see where this
line should goes. Alright, I will make
this vertex the active one and hit Shift D to the
Z and status right here. It's likely to see what we got. Maybe one more time. Shifty, sorry. Once you have the
controls it all. But I can't do that anymore. I need to duplicate it again. Make this one the active
Shift either to the Z hold Control and stamp is right
here. Alright, that's cool. Now hit a GUI and then enter just to merge
all the vertices, get to the white and
let's move those inside. Right? Something like this. Maybe I'll rights or
the size of the school. Maybe we can move those
just a little bit to the x-axis. Like this. In after that we can Coby it. So yeah, that's
cool. Let's go to the front and let's see
what we can do here. We don't need all of these
polygons by the way, so we need to delete
some of them. Maybe this VCE here, we can go to face
and they grab them, had XF to delete them. And now we ended with this resulted aid select
all of these polygons. And for any reason, if you want to get so tried
as it goes like that, like this, note like this, you can grab the upper side of these vertices, for example. And it can throw
extra dissolve them. And you can do the
same scenario for those rights and maybe
those here as well, if you like or if
you don't want, you can cancel that.
So now we got this. I've heard that I can hit a
and then hits it inserts. In case you get a
result like this. You need to as I again, alright, and so those like what I did. And after that maybe
we need to hit XF to delete all of these interfaces and then hit a
select everything. Hit E to extrude those inside
a bag, gets a little bit. Sorry. Turn off auto America. Because of auto America, this marriage
automatically. All right. Now, it's E to
extrude those again. Back like this. And now we did very nice job, but these phases in the bag, we don't need them actually. So at XF to delete them. Now we got this tab
out and that's cool. Now we got this. Now maybe you can
give it a bubble, a modifier, and let's make
the size of Arabic is 0.01. Very tiny. And maybe we can
activates Hard the normal, the shading second and
give this auto smooth. And yeah, that's cool. That's very cool. It's like to excite
and let's see. What we got so far is
everything is okay. Okay, everything looks cool. But we need to do
something. Okay. Let's see, how can we
bend it like this? If I want to bend
it, I can touch it. And select the necessary
vertices like this. Maybe I'm alright. Or maybe we can
select those as well. This row here, That's
cool, That's correct. It's like to isolate
those and maybe we can put the 3D
cursor right here, hold Shift and Control
and stamped right here. Alright, let's make the truth to that closest hold Shift and right-click and control and stop the 3D
cursor right here. And we need to use the 3D cursor actually to rotate those
just a little bit. Okay, that's cool. Now, we can go to before 2.3 this to 3D
cursor because we are, we want to work with 3D
cursor, slice to excite. And here we can hit R to rotate
and rotate to the x-axis. And now we can't
rotate them like that. And let's check the results. Let's see what we will
get if we do this. Sorted them just a little bit. Let's see if everything
is okay or not. In case we got problem, we can actually ignore
what we got here. It's okay, it's not that
here we could problem. We can accept that. We
can accept like this. And maybe we can
move this forward just a little bit key to the Y. And yeah, we got a cab here. We can ignore the
gap if we like. Alright, let's see
what we got so far. Or we can scale this even
more and make it big. Right-click origin,
origin to geometry. Literary this bag two bounding
box and hit S and scale it to make it a little
bit equal to France. Hit E and move this inside. And there we go. Now we
got very nice result. Now we can copy it
on the other side, Shift D and move this on
the other side right here. And even if you've got an
overlapping that's okay. That's happened. Or I saw this
is it's we finished here. And yeah, that's it. And see you next.
34. 034 Modeling section Creating the side cameras: Hello everyone.
Welcome back here. On the fender flyer
we have a camera, we need to create it. It should be right
here in this area. Select this and let's
tap it is more to end. The see how can we do this? Maybe I can use
the knife tool to create, to either cut here. Something like this, maybe,
something like this. Let's select this face. And let's hit I to insert this. Somebody like that. And I will hit P as two
separate this face, Saliba fender alone
and it's like to isolate it. And edit mode. Let's hit Alt to grab
these edges here. And let's hit D to
duplicate it like this, right-click to leave it
at the simplest peers, just a breakfast, grab this new line tablet
is more to enlist. Hit Control R to add
maybe six vertices here, maybe can throw RLS, add six here as well. And here as well control RLS add six vertices. That's cool. Now I will select all of these vertices and hit E to extrude an S truck through
those inside like that. Now we got this shape like
this. Alright, that's cool. Now what we need to do is I
need to hit right-click and go to look tool and circle to make this like
a circle like that. If you didn't find the
loop tool right here, you need to activate it. You can go to Edit
and then Preferences. Go to our than section and
guess search for L double 0. And you should find
it looked tool. After that, the ethmoid. When we tried to click, you
should find this right here. Alright, now, manually,
let's grab the circle and let's move it inside or something
like this and scale it. And maybe even more inside
it and take this down. Something like this. Oh, that's cool.
That's something close to what we have here. Alright, now I will hit E and S to extrude those
inside like that. And hit F to fill this area in, E to explore this
inside like that. And now we got this shape. Or that's cool. I've heard that's
maybe we can hit Alt to select all these vertices and hit Shift D to take a Coby right-click
to leave it here. P is to separate this
club, the senior age, top hits a and F to
create a face here. And maybe we can hit it inserts. And Ruby this insert
again and again. I again. And shift our
suddenly like that. Alright, Now hit Alt S
to move this like that. And maybe, let's see, maybe we can crop these edges, Alt S and move those as well. And those heroes will all of
this or something like this. You can see here that
just a little bit. Maybe this face, I alter this and this
forward just a little bit. Not too much. Hit a
clear the bevel weight. We don't need any people weight. But let's hit Select all
isolated this one alone. Alright? Yeah. What I need to do is I just need to extrude it just a little bit. So I will go to H Alt click and hit F to fill it and then E to extrude this and
delete this face again. I just added this phase just to help me to extrude it
to the right direction. That's why after that I deleted. Now select those, give
those pivot weights. And what else? I think there's too much. Alright, let's see the results. Whereas if we got some problem, problem right here,
maybe because of the modifier that we have
here, the CO2 we have here. Let's delete those here and
see how can we fix this tab. And let's make the bib
all the smaller points. 050.05, maybe India,
That's correct. Now it's better. Right-click
here this mortar and make it smooth like
this. Where it says And if we need to
make some tweaking, we can do this in, by the way, we can add
subdivision surface for this. Let's select those
and hit Alt S. I just need to move those
inside just like that. Okay, something like
this would work. It's likes to ease it. Club this, hit H to hide it. And let's see what
else we can do here. Alright, let's select this. And I will hit Select to isolate this one because I need to
work with it and fix it. In this mode list, select
the outer edges here. And I will hit F to fill this era entity to
extrude this back like that, and delete this face
XF to delete it. Now I got this. Alright, What else? Listen, like these
edges give them bevel weight to one.
This one as well. And this one here, and this one. That's very cool. Stuff out. And let's see the result
now. Right-click here. This more or less tied to anything within
the select those as well. Give them bevel way to one. Oh, that's cool. I need to
get rid of these edges. In this case, I think we can go to the auto smooth
here and increase that I'm borrowing this
tool may be at least have, at least see what
else we can do here. Or maybe we can use
subdivision surface. Let's try and let's see what
we will get if we do this. Let's add two segment here. Right? This phase in the
middle, we don't need it. We can delete it. And let's see what
we got so far. I think we can give
this extra edge loop as it supports like
this on the side. And we don't need to
use auto smooth for now because we gave it subdivision surface and now
there is of this. Okay. Let's hit the slash
and let's see. Yeah, it's very cool. I like it. What else we can do
here? Maybe we can. I don't know. Let's hit Alt H to
bring back this piece and just likes to
isolate it, talk to it. It's more to hit a clear
and evaluate for now. And maybe we can just hit em through this and
suggest a little bit. And hit eight and shift and
to recalculate the normal. And now we can go to
the modefier here and delete weighted normal and keep the bevel this week
that method2 angle. And let's add 0.0 to maybe. Alright, that's cool.
It's like to excites. And there we go.
Now we got this. Let's move this just alphabets. That's cool. What else
we need to do here? Let's select the flyer. It's like to isolate it. Is mod. Let's select
these edges right here. Hit F to create a face and E2 through this inside,
something like that. And XF to delete that face
inside it, we don't need it. Let's give this
pivotal weight to one. And those edges here as
well, Rob them one-by-one, give them beveled weight and
less excited to see what we got so far. All
right, that's cool. Maybe I can grab
this and this one, and from a specific
angle like this, I can move them. So let's select this and this. And let's rotate the
view just a little bits. And maybe I can move
them just a little bit to this direction inside. Not too much. He and move them like that. Alright, somebody like this. Alright, that's cool. Now we'll hit Alt H. And there we go. That's called lessor's. The size looks nice and acceptable. Okay, I will end this
video and see you next.
35. 035 Modeling section Creating the back cover: Hello again and we'll come
back here. Let's see, create. The back cover should
be right here. Okay, firstly, surprising
that images. And let's see. I need to check it and see
how can we create this. What I don't know if we have close image with
a camera or bots. For example, this one I can
tend recent anything from it. For this image, it's open. Note closest cake. The other images here. Here we have a little mask. Stands on its. Alright, let's stick
with this image. I think this one is okay. And yeah, let's see
how can we create it. Alright, so fear is maybe the second we take any
polygon from here, maybe. Can we start with
this one for example? Yeah, this talks about
this hit Shift D to this ETEC Coby from this face here and
hit S to the Z, gets to scale it and make flat and his peers to
separate the vessels. And that will start
with this top mood and less like this two vertices, Hickey and move this one
Other side like that. Makes sure to activate clipping. Alright, to avoid no overlapping
here and go to top view. And let's select those and hit key and move
those right here. A line is here maybe. So now we got this. I felt like maybe I
can move this down and take this down
for now. Right here. Let's focus on this side. And the Z has a little bit more. I need to move the
vertices inside. Alright? Inside here, tabs it
is more to grab those, hit E to the X and put those
inside, almost right here. And that's okay. And the thought maybe
we need to scale it to the white and
make a thinner. Something like this will
work. Just eyeball it. Something similar to
what we have here, similar to the lines
that we have here. Alright, so now we got this. Now I've turned that. Let's hit a select
everything and hit E to extrude this up and gets, give it a little bit of
thickness like that. And this one should
be should goes inside this open area. Above it. We need to make
another extrusion, hit E to extrude this up. Something like this maybe. And grab one of these faces. Maybe this face right here. And maybe we can extrude it just a little
bit, not too much. Alright, let's see which
face we need to expect. Maybe this one gets
extruded like that. Alright? And for
this one extrude, this gets a little bit. So in the end of the
day we got this result. I just going to share it with
I got here from the right. Maybe we can understand
that's better. And let's move this
just a little bit. And I did that because I need
to, when I duplicate it, I need these shapes
to overlap each other and give me
this pattern. Okay? Alright, leads to the, this one. And let's go to the right
and maybe we can make, make it a little bit smaller,
collaborative cited key. And move this right here. And type out in the week as
this hits like to his eighth. And cool. Now we got this. Let's check the, the
bevel and all of these modifiers deletes with
normal and for the Buffalo, for us too much, actually, because we need
to duplicate this a lot. So let's add to that as we walk and we have very nice
shading and the same time. Okay, now we can hit G
to move this forward. Or maybe you can move this
just a little bit like that. And you go to the right and hit Shift D and take a
kobe right here. And alignments and then hit
Shift are coupled time. Keep hitting kept our. Now we got this pattern, as you can see here. But that we got, we got
the problem actually here. We need to fix it. I will hit controls
a couple of time before I make Alright, let's delete those here. I guess forget to do something. Actually. I need to hit Control R to add one H
should be almost right here. Alright? Maybe I can hit key twice and
move it a little bit more. We need to delete these faces. We don't leave them actually Alright, let's the
club those here, hit XF and delete them. And now let's connect those. Hit F. Cover this at F, and Alt click hit F. Alright, because this face should be hidden,
this one visible. Okay, this is the idea and if I Aleve these phases right here, I will get some
intersection with the, with the body itself. Alright, now let's go to the
right and I will move it. I just need to move
it's right here. I just need to show you
what I why I did that. Now if I hit J and move this down in the correct position, as you can see, this
side will go in and this one will align with
the a that I have here. That's why I rotate the view
just a little bit like that, like this, you will
understand the idea. Alright, so with
that being said, let's go to the rights and
move this up right here. And we just need to duplicate
it a couple of times. Hit Shift D and take
a COVID like this, and alignments in
the correct way and then hit Shift R couple of time and duplicate like
that. And there we go. That's very cool. Now
we've got this result. After that, we need to align
it to an aligned like this. Okay, let's see how
can we do this? In this case, we need to we need to go to
the right of view. Maybe I don't know
what we can do here. Let's start. Just need to grab or any
vertex from any place. For example, this one. I will let you have the, the vertex right here
and hit E to extrude it and PS to separate it out
I, so I've started that. Let's have it edit mode, artless, actually go
to the modifier here. We don't need any kind
of modifiers here. We just need this edge. Okay, Now let's go
to the right view. And let's move this down just a little
bit, maybe right here. Let's take this out for now. Kimberly. Tablet is more
to go to wireframe and let's align its rights. Where should we
alignments, maybe here. Okay? And let's take the other side, this point here
and hit G and move it would be almost right here. And then extrude this down at
E and take this down here. Then E, and take this
here and extrude this even more down here.
Something like this. Let's take this vertex
even more down maybe here. For now, let's leave
it right here. Or maybe we can just extrude here and leave it
like this for now. Let's see what we got so far. We got this edge. Let's
head gear and move it. And let's see the alignments. I just need to put this edge
and say this area here. And I just need to
see if there are any overlapping key to the X. Hey, move this inside. Alright, here we
got some problem. We need to take maybe this
vertex up just a little bit. Tab covers vertex
in the wireframe, whereas this one here, yeah, this far I hear you twice. Slide this bag. Okay, go to
Solid mode, you to the Z. And just move this up
here with in the middle. And maybe we can
control this later, but for now, let's do that. Let's see, grab this
far point here. And let's make sure that this
one as well in the middle. From this side,
we need to bevel. This can throw shifts be, don't use can throw be
because this is vertex. You need to hit
Control Shift P and bevel this and make
it smooth like that. Alright, let's go. Alright, now let's take this edge and we can put
it here in the middle. For example. It can throw a, apply the
rotation and apply the scale. We don't need any scaling and rotation for these pieces
that we just created. I just need to, alright, I need to make them
one piece. Okay? I need to delete the bevel
from all of these pieces. To delete the modefier
from all of these pieces, we can select just one, The first one, and delete
them with the fire from it. The Bible, for example. And now I can select all other pieces and
make this one the active one. It's already the active one. It can throw L and
choose Coby modefier. And now I just deleted
the Bible from all of these pieces when you will be satisfied and
everything is okay. You can hit Control J
to make them one piece. And To make sure if we have any face here in the middle,
we need to delete it. And the wireframe mode. Alright, seems like we
don't have any phase. So that's cool. Alright, now we got this. And maybe we don't need the
mirror modifier as well. So I will hit Control a and apply visual
geometry to mesh. And we just applied
the mirror as well. Alright, so that's cool. Control I apply that on taking, apply the scale and that's cool. Okay, Now let's see, where's the pivot point of this? I just need to bring the foot
points here, not that far. So I will select this one, this eight here in the middle. And I will hit right-click
and sit origin, origin to geometry to bring the, the pivot point here. And I just need to put
this edge in the middle. So let's go to the x-axis and his zero Enter to zero out the number here. For this piece. I need to bring
the origin dot of this to the origin
dot of this slide. So yes, elected on a silicon the line to S to
open the pioneer for the 3D cursor and choose course are to select it to bring the 3D
cursor right here. And now select this one. Right-click sit
origin, origin to 3D cursor. Now that's cool. Okay, I've heard that we need
to do is we need to select this line and hit right-click
and choose Convert to, convert to care of, because
we need this as a care of. Then select this one. You go to the modifier, Ellis, add the curve modifier here. And you just need to pick this in your life
that we just created. Why new company it give it the axis we need to
use the white maybe. Alright, Y minus Y. Now let's see what will
happen if we move this. Alright, so now we
have some information, but it's not correct. We need to fix some stuff here. In this case to
fix this problem, I can select the care of and
go to Option and activate the origin and
take the origin of this curve and move it and align it in the position that we like. By the way, I still selected this origin and I just need to zoom on one of these edges
and hit G and move this up. Or somebody like that. For any reason if we
got some misalignments, seems like we lost
something here. I don't know what
is this? There are some kind of problem. Alright, I think the flipped
and we need to rectify that. In this case after that, when you put this in
the correct position, turn off origin and
select this one. Maybe we can hit, can throw him or less stuff
that is more to get a list of flip this
on the other side. You can throw em to the
Z and then hit Enter. And that's it. How about that? We should get the
correct result, but we flipped the normal and we need
to fix that as well. It's a shift M,
and that's a tab. Now when I selected
and hit G to move, I can hide it inside. As you can see here. What I need to make more tweaking to
make this perfect advice. Kiwi have a lot of
work to do here. It is rare long. I need to make it a
little bit shorter by deleting these this part here. So in the edit mode, I can go to the edit mode and select the faces
that I like to debates, for example, those here, just select them and then hit Control L and then XF
to delete this face. And let's tap out, at
least see what we got. And now it's become shorter and this length is okay acutely. Now when I hit key to the Y, I can open it, goes down without any problem. Now if I go here, I can see the parts of this
and I need to fix this. Okay. To fix this, what
they can do is we can move it and go to the
right. You go to wireframe. And we can select, for example, this vertex right here and Hickey and move it maybe
here and then hit, extrude this up and make it like spiral,
something like this. Alright, that's cool. Though. Maybe we can select
these vertices, for example, and you
can hit right-click. And from sits supply in time, maybe we can cue is vizier. Alright, let's try
to use nerves. And now we got this care of. Now if I tap out, I guess created this care, but that's will ruin my shape. And let's try to
find another way. By the way, we can
leave it like this. That's will rock. You can live like this and you can get some very cool results. Now if I tap out and go
out of the wireframe mode, I can move this down and now it's hidden and
you can see it. Okay, So this way it's working. Let's move this to the awaken and let's close the door here. Alright. The question is, did
we finished here? Let's move this to the white.
Yes, a little bit more. Something like this. And there we go. We are not finished here. We need to take this
a little bit farther, okay, after that, like this. And let's add Bevel. Let's pivot less
and less 0.1 bevel. And add, for example, to segment and activate
harder normal. And now it's become
smooth and nice. And now we can say
it's finished. It's very cool
stuff we got here. Now I can select it and the
key to the why and move it. Alright, now it's become
a little bit slower because we either to segment
for all these pieces, maybe we can add one and
thus will work as well. It's slow Bali but
hard to normal. This very great job here. As you can see before and after. Alright, now let's hit Q to
the white and let's see. Yeah, now it's a
little bit faster. Alright, that's great. Very cool. So this how
to create this cover. So this is part of this
video and see you next.
36. 036 Modeling section Creating the tire: Hello everyone.
Welcome back here. Let's start with the tires. Okay. Let's hear from
where we can start. I don't need those. I will delete them,
but not for now. Let's go to the right of view. The 3D cursor is in the middle. I will hit Shift a, add
another cylinder here, a line the cylinder to the view. And let's see how many edges
we can add right here. Now we have 40, maybe we can add 50. Increase that
number, or maybe 60. I just need the number
to be a little bit high. Maybe. I don't know if
maybe we can try 70. Alright, let's, let's try
70 or you can add at, anyway, I want to scale
this and go to the right. And let's align it with the
tire that we have here. Just put it above it like that. And I politics kill
it and make it almost make it a size similar to the size
of this tire ed skeleton. The fronds can go to the font, hit number one from then on bad Hideki and loved
this right here. But that's scale up to the X and make the size similar to that. The old tire that we have here. Alright, now let's
take it right here. And let's hit can throw a
because we killed this. I will apply the scale to
avoid the other problem in the future. Okay, that's cool. Now I can tabulate this mode. I can go to face to select
this face Illustrator. Let's go to the images here. I just need to see the tire. So idea here. Alright,
now we need to, scale is just a
little bit tighter, a little bit, but maybe we
have some ambiguity here. Maybe this image, I can use this image as
a reference image and what's inside Blender
and use it as a guide. But first we need to find
it inside the folder. I found there, make it this
right here, I will use it. So let's go to the
right fairest. And go to folder. Just drag and drop. And let's put that
image right here. Alright, let's see where
is less tab out ferrous. Go again with the folder. Drag and drop this right here. And then we're gonna,
we have this image. Okay, Now let's bring this hits here and let's
move it tenants splits right here and scale it
down and make it make the size of the tire similar
to the guide or guide. Let's put this maybe right
here and go to the right. Scale it down just a little bit, not too much,
something like this. Okay, so I will use
this as a guide. Move this right here, go to the right Syllabus, tab to tab. It is much less to
grab this face. This face as well. Let's go to the right.
And now let's make some inserted I to insert and
listen service inside. Almost right here. Something like this. Okay? Alright. Somebody like this, when it completes this face with
this face right here, just hit right-click and go to bridge faces, and that's it. Now we got this result. Well, let's see
what's, what's next. Let's move this just a
little bit right here. And now let's tablet mode. And let's add edges right here, lithium and we need to add
maybe five or six edges. Six acres. That's cool. Now we, as we can see, we have squares and that's nice. Alright, now let's select
this edge, this edge, and the skill though
it's like this, but I need to activate
proportional editing and scale. It gets a little bit,
make this effect a small and less skilled is just a little
bit, put too much. Alright, suddenly like this because I need
small care of here, but I think that's too much. So I will just kill this bug. It's a little bit and yeah, something like this will work. The same scenario right here. Let's add maybe four on the side and four on
this side as well. And we can actually grab
those here in the middle. And they called
those as well Alt, Alt Shift and click
here and here. And this killed those to the x-axis and make
the effect smaller. Alright, to get the effect,
that effect like that. What do you be satisfied
with all of that? Now you can, you
can hit S to scale, but you can make the effects pick to scale the
whole tire back. Just thought too much. And now we got
small care of here. Or if maybe we need to scale, there's just a
little bit more tab and hit S to the X and
negative effects smaller. Let's kill. There's just a little
bit more or less cool Now we got small care of here in this area
and that's nice. Okay, That's very cool. Now let's see what
else we can do here. Let's tweak to face mode alt, click on these phases. And then XF to
delete these faces, can only see what's
the next step. Now we can go to the
edge, hit number two, and maybe we can select this
edge right here and hit right-click and convert this age to seem because we
need to unwrap this. Just Margulis one I've seen. It's like you have a Caesar
and you cut it this area. Okay, Let's sublet this
window to two windows here. And a free that editor
to the UV editor. Okay, now we have
the UV on this side, which we need to do
is we need to select all the polygons and rabbits. Go to UV and hit Arab like
this, and could erupt. And there we go. Now
we just arrived. Here we have the method, angled, base and confirmable. We will stick with anger best. Close this and
this is very soft, but that's not what we want. We need to take this
farther and make it better. Alright? Another adverb is done, but it's not, it's not clean. We have some distortion, as you can see happen here. For example, the polygons that
we have here in this area, bigger as compared
to the Balkans. As we got here, we have a huge distortion and we
couldn't get a curve like that, like this, that
should be like this. And we need to fix it and
we need to find a way. The pest way, I can
select one polygon, one phase in Make us at right? As you can see, this polygon, It's like this. And we don't think
that like this. We need to tweak vertices
and make it sits right. And make it like this. And we need this polygon effect, all of these polygons
and make all of these, make all of it all of the edges tried constraints, no curves. Okay? Okay, so let's
select, for example, those two vertices
and let's align them. I will hit right-click
and choose auto align. When you choose auto
align Blender will know where you want
to align those. For example, if you
have an edge like this, this is vertex and
this is vertex, a few hertz auto align Blender will give you a
result like this. Okay, should be sits
right line like that. If you have lying
goes like this. And if you hit auto align, the Blender will know
that you need to align it horizontally like this. This, the idea. So grab those, Right-click auto. Alright, let's do it again. Cup those, and let's
turn off a sync for now. Entity a. Hit a. When you hit a, that's been, you will select all
the polygons here and you can see them
here in the UV, okay? Okay, let's see. Grab this, right-click
auto, align auto. And those here as
well, a line auto. As you can see, those align
auto and those as well, right-click align our toe and now we get
perfect square here. It's not necessary
to be squared, but the edges go strike
without any diagonal result. Okay, so that's cool.
When you complete. Now we will activate, use UV sinks election. And this is our polygon. When you selected, when
you activate sync, anything to select the right here, you should see it here. And as you can see, this is
a polygon we just fixed. Now I will hit a to select all the polygons and make
this polygon active one, just hit Shift and
click on the face. And as you can see, this
is the active voice because the color of this face is brighter as compared
with the rest. Alright, so, alright,
that's cool. Now what we need to
do is we need to make this face effect all of
these phases and make them make them correct or let's say correct them
according to this face here. And this way I need to
go to UV and choose follow active,
record. The activity. What? This phrase right here, all of these phases
we will follow it and be perfect like
this, like this one. So go to UV and Q is follow
active quad and then hit, Okay, don't change anything
here, I guess it okay. And as you can see now
we got perfect UV. Everything now is become. Okay. But I guess not
going to give you small example for any reason. If you select One vertex for example, and we just move it a few. Sorry, I guess I
need to deactivate the, the proportional editing. If I, if you grab one vertex
and make it like that. Alright, so this one
is the follow-up. Sorry, this phase is
the active acquired. And now if I hit a, alright, this is the active phase. If I go to UV and it was followed actively
quiet and hit Okay, you will get very bad result. Why? Because you just move
this vertex just a little bit. It's not now, now it's diagonal. That's not such
rights like this. So if you get a result like this or any kind of
results, not correct. So that's mean these vertices
are not aligned perfectly. So I will hit Control
Z couple time and fix what I did here. Select this face to
face mode it a and make this one to the active quad chef to click and click again. And assets go to UV and
follow it required and hit. Okay, and there we go. Now we fixed it. Alright, so that's cool. Now what Snape, the next step, we finished with the
we need to give it a Material tab out. And let's go to
the material here and hitting you to give
it a new material. And in the color and the
base color I will add image, take a shot, should be right
here and then hit Open. And we need to go to open, to CRT to the, to the image. In the texture
section here we have this image tartrate.
I will use it. If you want to see the image, I will open it to you to
understand what we have here. This is damage, terrorists
rate, height information. We need to use it as a
displacement and we will, we will explain
all of that or I. So now let's select the
image and hit Open. And now we need to go to a Material Review to
see what we got here. Now as you can see, we have the image up light on the tower, but in the wrong way. I need to talk today this point
and see what we got here. Alright, first
list alone the UV, I guess can I crop the UV and put it on the
image like this? Align it. And as you can see,
we have some tax rate and we need to scale
this just a little bit like this already. That's cool in the skeleton. Why? As to the white and scale it. And now we got something here, but this is still need
some editing here. Okay? I guess forget to do
something right here. Actually, I didn't gave
these edges of a volt, so I will hit
Control V and bevel these edges to three
edges like that. And that's it. Alright, now, which
we can do is we need this, these beveled acres. We need to align
them here and here. Alright, so because the
tire trade should N'T here. Alright? And this trip here, and this one as well, they should be on the
side of the tire. So in this case, we need to scale this
down just a little bit and manually move it. Centroids killed
us to the x-axis. Now we got something like that. As you can see, it's very nice. And we should have seven. Let's see what we have here. We need to get seven. I don't know what's, I can call this seven shapes like this. So this one, this
one number one, this 1234567, alright,
the same scene. Alright, here, we need
to get seven of these. Alright, so let's count them. Now we got this number 123456. So we need more, in
this case, to get more, we just need to scale
this to the Y so as to the why and move this
until you get a new one. Now we have a new
one right here. Alright, let's align this. Alright, so 123456, we need to scale this even
more as to the Y. Alright, so now we got a new one. All right, something like this. Or I've noticed, called
them 1234567 or so. Now we got seven of these shapes and that's
what we want actually. And we need to
tweak it even more because as you can see
here in the image, the design on the site, the tire should not goes to the end of the tire or the end of the tariff
should be right here. Alright, so we need
to tweak this. We need to push the design
just a little bit like that. Alright, in this
case, what we can do is we can grab the
side, hold Alt, and click on this
side and activate proportional editing and hit S and kill those just a little bit and make the effect it a
little bit bigger. When I do that, as you can see, I can control the UV and I can control
the design as well. Now we get correct results,
something like this. It's very cool and
I will accept it. One more thing here. We
need to tweak and we need to make it perfect. As you can see here, we got some overlapping here. To fix this, we just need to scale the whole UV to there you, to the y-axis and the peak. Careful with that to
get better results. So I hit us with
a Y and just move the outer bits until you align
these together and assets. And you can kick the
tire trade from here. If you've got any problem. As you can see here, all the line goes to try
it without any problem, and everything is
cool and correct. So now we don't have any problem with the UV and
everything is cool. And now I can't
accept this result actually writes that
we have anything else. No, we don't have. All right. Now, what if I tap out? I can see that I
got something here. I guess to clean the scene
to company the tire. Okay. Everything is cool. Now we need to go to
the modifier and add subdivision modifier to
make this even smoother. So okay, go to Modifier
list, open it. Subdivision modifier.
Alright, that's cool. Now this, if there is
a but we got here, I will turn off optimal display so I
can see the wireframe. I just going to hit the
shortcut that I created. Why to see the wireframe. If you didn't do that, you will need to go to
the object properties. And here you will
find the wireframe. You can toggle this
on and off. Anyway. So this is level one. We need to go back here
and add another level. And maybe we can add
four and start with for something like this. So now we made, make
it very much smooth. I've tried that we need to add another modifier is
called displacement. Displacement will help us to push the white value
that we have here, as you can see
here we have this. We have black to
white, 0-1 value. The white color is number one
in the zero is the black. The displacement modifier,
modifier will help us to displace these values, as you can see here in the image and give us some extrusion. And I will show you how
old That's will work. Just go to them with the fire
in and add displacements. Small right here.
And immediately we can see somebody right here. And the displacement,
we got options here, the mid-level we don't need it. The mid-level works
like an offset. And we don't need
any offset here, just zero out this
ticket to zero. And the strength one is to much less add 0.0, maybe three. And make the effects subtle. Alright? Until now, we didn't
see any effects. We didn't see in displacement. Okay, now we need
to add the texture. This texture, we need
to add it right here, or sorry, we need to add
it to a displacement. We need to hit a new to create
a new texture. Do that. Now we added a texture,
texture zero-zero to. We need to go to
the texture section so we can control it. Okay, that's cool. And the type use image or movie. And when you choose this option, you will get in
the sitting open, go to the open and
open the image. The same image, this
one right here. And now we can see that
we have effective for I hit Y to turn off wireframe. I have some effects right here. If I want to see the
effects, clearly, I can disconnect the
material from the tire, but for now let's keep it. Alright, so we did a great Now, let's see what else we can do. We need to go back with a modifier and this week the coordinates from
local to your will. Because you remember, we arrived it and the
UV is already, we just need to choose UV, go to UV and pick QV. And as you can see, we have some extrusion here. We got very nice effect. Now, what I need
to do is I need to sublet this view to 2.3, this to Heather editor and cut the connection hold Control. Right-click and move to cut this and give it a black color. So we can see the effect As you can see here, we
have the tire trade. Alright, let's go to them
with the fire enlists pump. There's just a little bit
maybe we can add 0.4, no three and make it
a little bit bigger. And we still have these
jagged effect here. If we need to eliminate that, we can increase the number
of the subdivision 4-5. If you do that, you will
make it small, even smooth, but the tire and I'd
become high resolution. Okay. So this is
what we got so far. We can go to solid view. And that's cool, Very nice. Okay, Now, if I accepted this resulted
in everything is okay. I can apply the subdivision
surface just hover over here and hit
Control a and apply it. Now it's applied. And if you accept the, the displacement, you
can apply it as well. If you okay with the height
and everything makes sense, you can apply those
well, for me, I will apply to
just hit can throw an apply the subdivision
displacement modifier. Alright, now we need to
make this more even smooth. If I hit Y, as you can see, we have too many polygons, okay? But I need to get rid of this jagged effect
as you can see here. So as you go to them, modefier again and let's add
subdivision surface again. But don't increase the level of subdivision surface because that's too much on the forearms. Let's add subdivision
surface and let's give this just a little bit of time and let's see what we will get here. And now we added the subdivision surface and those become very
smooth and beautiful. When you complete oblige the new subdivision surface
at a control, I end up light. Alright. Alright, so now it's
applied. That's cool. Now we got this result
and we got a lot, a lot, a lot of polygons here. If I go to wireframe, crazy pulling as we got here, but we need to reduce the count of these
polygons we need to make, we need to decimate them. Okay? We have nice modefier right
here is called decimates. Just add this modifier. This modefier will help us to reduce the number of the
polygons that will mirror it, the vertices together and give you and keep the shape that you like and reduce and the same time reduce
the number of the polygon. And you can control it from
the ratio that we have here. We have collapsed
and sub-divide and Planner weakest new to you is called loud. Don't use those. And let's add here points, the three and hit Enter
and give it a time to recalculate all of that. Okay, now we reduce the
number of the ball again. And now if I go to wireframe, as you can see here, Let's
give this a bit of time. As you can see here, a count of the polygon now become less. And now we can reduce
these polygons even more. I can reduce them
both now and add, for example, but
Point tool bots, I prefer to apply them with the fire and add
another modifier because that's will make the calculation
just a little bit easier for the computer. So just hover over here and hit Control 812 light the
decimates modifier. Okay, now we apply
them with fire, and this is all the three gods. And let's add another
decimates modefier. Go to the modifier
list at decimate. And this 0.3, again, I need to reduce that even
more 0.3 and hit enter. Okay, this is that
it's other three guts. And now it's become better. Okay, I think I can add, change it to from 0.32, 0.2, I think that's
will be better. So let's add 0.2 and then enter. Alright, this is going to
become faster and better. And actually we can use it. Let's turn off wireframe. Still clean, a beautiful end, if you like, you can
reduce that even more. You have that option by the way. But for me Let's apply. This means that we got here
control I end up lights. Okay, so now we got this result is a very nice and beautiful
and fast way to create tire. And the Creating
something like this is really complicated if
you want to model it. And it's really
challenging to add all of these details in
this perfect way. But with displacements
and image, that's you can get amazing
result as we have right here. It's like to excite
of the local mode. And let's delete this
immigrant Latinas anymore his ear and go to solid. Now, let's move this tire
and let's put right here. We can go to the rights and actually we can
align it with this tire. Select this hit Alt S
to open the pioneer of the 3D cursor and choose
course are too selected. And select this one
and hit Shift S and curious selection or
selected to coarser. And there we go. Now I can grab this
one and delete it. We don't need this anymore. Now we got nice tire here. Maybe we can take this tire just a little bit out like this. And if you have a, the distance here not enough, you can scale it and make it
smaller for like, I mean, you can scale it to the x-axis. And that's okay. It's
not a huge problem, but for now, let's leave it. It is. Okay, let's see what
else we can do here. I think we need to scale it. So let's put this right
here and scale it. Okay, something like this. Should be okay. Cool, Very cool. Now we can create the wheel
and all of the details and duplicate it and we will
get fantastic tire. If you've got any
shading problem, like what we have right here, just to look the tire
and right-click, Hey, this moth and
thus can help to kill all of these effector. And you can add weight
it normal above that. And activates Auto Smooth
LSE before and after. As you can see, we have
very small effect here. Alright, so this is
with width normal. So now we got for a nice little
too with white abnormal. Let's go here and turn this off. And this is a result
before and after. I think I can keep it
is very nice and clean. Very cool, very cool. Alright, so that's
it for this video. And see you next.
37. 037 Modeling section Creating the wheel cap: Hello everyone and
welcome back here. Let's create the wheel cap. Let's go to the right. And I just moved the 3D cursor right here at
the center of this tire. Just select the tire
and then hit Shift S and cures cursor to select it. And there we go. Go
to the right now, hit Shift a to add. Maybe you can add the cylinder and just add the vertices
at number seven. And in the aligned section, just choose View to
align this to the view. Alright, instead of
rotating this minimally, the fact that hits
us to scale it, and let's kill it like this. Alright, I've heard
that tablet mode. Select this face, hit
Control I to invert the selection and then hit
X to delete these faces. Okay, now select this
and I will hit, it, inserts Ellis and service almost right here,
something like this. And after that maybe we
can select these edges. You can hit Control
Alt and click to select a drink and
then bevel them. Go to the right hip, can throw, be in, propelled them like this
or something like this, and keep some
distance right here, similar to the image. Now we did a great, okay, Now let's see what's
the next step. I will go to edge and
grab all of these edges. Control Alt, click,
select all of these edges and then hit
control V again to bubble this. And let's pivot though.
It's just a little bit like this, something like that. And now we can add an a here, can throw our, let's
add almost right here. Same scenario that we have here. And now what we need to do
is we need to go to Face, select all of these phases. Manually. Move those
to the x-axis, heat to the X. Elizabeth those just a little
bit like this. Now, we can select
these vertices or edges and move those to
the x-axis, key X at. Let's move those to just
a little bit like this. There we go. So now
we got this results. Maybe I can scale
those yourselves limit and push those out. Or I can hit Alt click
and then S and the skill, this edge just a little bit, not too much or
something like this. That's what we're less
will work in this phase. But I got, I got here, I can move it inside to the X. Alright? Yes, a little bit
more of it like this. And now you can hit XF
to delete these faces. This big face here. Now
let's select these edges. Alright, and then hit S to scale those inside
just a little bit. Alright, that's cool. In when you do that, when
you scale those inside, you change the length
of the age itself. In this case, we can go to the transform pivot point and choose individual origin and scale those back
and make those big. Yes alphabet. As you can see, I can scale them individually. Now, I will hit Alt click to
select all of these edges. And maybe now we can scale, sorry, extrude those back. Let's hit Slack to
isolate this one alone. And maybe we can
select these acres, all of them and hit F2. Alright, I think that's
not going to work. The syllabus went along it F, Alright, one by one. And this one as well as F. And now we just filled this area. Now I can Alt click. Alright, and it got up all
of these and hit E and extrude those just a
little bit inside. And now we got this results. That's cool. To see what else we can do here. Alright, so before we move on, I just need to create
this design insights. So I will select these edges and hit Shift D to copy them and right-click to leave
them in the same place. And you can scale them down
just a little bit, but Changes to meet him
point and skill. Those inside gets a little bit. And then hit P as
two separate those. Top the club those
tablet mode and select these vertices and then hit em at center American Art
Center and those as well, M and merge and center. And the same scenario
for the others. There was here. That's cool. Now alt click and
go to the right, hit S and scale it. And they just need to make it, make the size of this similar to the size of this one right here. We can scale it just
a little bit more. Something like this. And then
hit F to fill this area. And then hit I to insert. And this interface hit G to the X and move this
inside like that. Alt click to grab
the outer edges E and then S to extrude
and scale those out. Maybe from the right of view, I can control it better,
something like this. And now we can move those
to the x-axis like this. When you do that, if E and
extra dose just a little bit. It's a select all the faces in case we got some
problem with normal. Just hit Shift
Enter to calculate the normal India as you can
see. Alright, so that's cool. Now we got this result. Maybe I need to make this
a little bit bigger. Select this face can
throw a plus to grow silicon and hit S to scale this just a
little bit like that. And I think now it's better. Alright, That's cool. Okay, so we did that. And let's see now
what's the next step? Okay, less tab out and
listen like those here. Tap to the edit mode and I
will select these vertices, for example, and maybe we need to scale them just a little bit. All of these. But it's better
for me to add an a here, it's F. And add edge
for all of these, those here at F and add it face and here as well as
F and this one as well. That's very cool. Now let's
go to face hit number three and select these
faces as I just created. Alright. Let's call anomalous,
go to the transform, pivot point and
sweetness to individual. Endless kill those
just like that. Now I can select one of them and hit E to
extrude it like this. And maybe from the right I can control it and scale it like this and make that a lot. The line goes sits right
without breaking it. And this is cool for me. From the front, maybe
we can check it. And yeah, it's looks okay.
Have you That's very cool. Very cool result here. Okay, maybe I can, it can throw a lot and they add
one H right here. And let's see what
we can do here. We can select these edges. All of these edges. And yeah, let's select this
one, this one here. Alright? And I will hit G and
move this to the x-axis. Maybe something like this. And align this edge with it. Hold Control S times
right here and nature to activate vertex snap.
And she was processed. And as you notice that
I just focused on this area and I just moved this edge and this edge and
I ignored all of these. I did that because I will
delete all of these and use array modifier to rebuild them. Okay, so now let's go to face Alt click select
all of these phases, hit XF to delete them. And Alt click to
grab those here. And then hit XF to
delete those as well. And those select the
rest, select one face, hit Control L. And I
just need to this, detached this from
here, select this face. For example, XF. Grab this face Control L, select terrorist acts
after they live in, I guess ended with this. Alright, and that's what I
want for now. Very cool. Okay. Okay, now let's go to the right endless
tab out LSE. Now what we can do with this, okay, now let's give
this array modifier. We go to them, we define an array and zero
out the factor. We don't need to add
any number here in the X and Y and set
because we don't need to, we don't need to push the kobe towards one of
these axes. We need to We need to Coby and rotate them in the
same time like this. So I see right here. And let's add seven copies. And I will activate objects, and I will add an empty
object right here, Shift a and go to empty
enqueues plane axes. And let's go back to the modefier array
and pick the empty. Now, we got something here, but we got some problem
and that's wrong. That's because maybe we got
some problem with the skill. So select this, can
throw a up by the scale. Control a, apply the rotation. Now we are in the safe side. Now we need just to
rotate it to the x-axis. We get everything ready. If I hit R to the X, I will get this result. But I need to be precise. As you can see when I rotated, this value right here
is changing, okay? So we need to use the X axis for rotation and
add the value that we need. I will add 360 degree
360/7 and then hit Enter. After that, you will
get the correct angle. Now we got this. Fits likes to excite and let's see
what we got so far. Let's go to the rights. And that is very cool. Alright, so now we can apply the array modifier
of we accept it, but we need to activate
the marriage to merge everything before we go farther. And now we can hit Control
a hand up light in this to the vertices just to grab one vertex and they can
move it and I sold it. All right, Now let's
select this outer edges. And maybe we can hit
E just to explore. There's just other
words. Alright, maybe extruded or maybe
extraordinary insight it is. And move this face inside,
something like this. Alright. Now let's tap out and
dispose of this inside. This one as well, selected
it's key to the X. Let's align it with the tire and let's see
what we will get here. Alright, let's see
what's happening if we hit Alt R for the tire
for say, the rotation. Okay. That's not going to work. I think I can rotate the
tire from the right. Seats are in rotators. Hold Shift to make the
movements slowly like this and rotate it like
this. And there we go. Okay, now I can select those and hit S to scale than
just a little bit. And let's go to the right and let's see what
we got so far. Scale those back. That's
too much actually. Let's move those to the X close to the tire
or something like this. And now we got something nice. That's very cool. Okay, now it's time to add. We need to add Bevel. Before we add Bevel, I think we can select
these edges. Alt click. And I don't know, I feel
that we need to move those just a little bit
inside heat to the X. And let's see what we will go. Alright, that's not
going to work like this, but maybe we can select
those edges and move, move, move them inside. Fix. Something like this. Alright, That's very cool. Alright, now let's
add Bevel modifier. And let's add 0.3
centimeter point to apply the scale for
this in case we got some problem with
the scale and add to a level here and
activate harder normal. And here we have a warning
tells you that you need to activate auto smooth here. And now we got
something cool here. Alright spots. We got some problem. We need to fix. For example, this error here, I will
hit Select to isolate it. And let's see What's
the problem exactly. We have some vertices,
not well lit here. Alright, so I will
grab this vertex. I think we got extra
vertices here. I don't know. Can throw
X to dissolve this. And we have any
extra vertices here. That's where it, Let's go to the bevel and turn
off the bevel. And let's see what's this
tweaking here and why we got in this kind of problems, can throw X for this
control, X for this. It's all of all of these. And that's where, what's
this face that we have here? Select this face,
hit XF to delete it And what is this? Alright, I will go to vertices
and manually select this, hit the hold Control and
snobbish right here. And what about this here? Let's see. Do we
have any open area? And yes, that's right. Hold Control and establish here, hit a select everything, and then get and then enter. In case we have some vertices, nodes married and
then hit Shift and to recalculate the normal in case we got problem
with the normal. And now let's see the results. Okay, now let's
add the activated. Okay. And I need to change the limits
to wait, not angle. I've taught it that I
will go to the bottom here and select all the edges. Go to the egg has a gift. All the edges bevel weight. And let's exclude one of
these edges. Those here. I can hit Alt, click and
deselect those manually as well. And zero here. At least see what we got so far. All right, That's very cool. We got small tree tweaking here. Let's select these edges. Let's move them just
a little bit to the x-axis, here to the X. And here we got some
problem as well. Turn off bevel and let's
see what is it exactly? Hit Q to move this
something right here. Alright, extra
faces we got here. Select this one, hits X, F to delete it. Outs,
activate devil. And now it should work
correctly without any problem. Yeah, that's cool.
Right-click here, the smooth tool, make it better. Now we killed any
artifacts here and the result become
very beautiful. It's likes to excite and they will go now we create
something nice here. We need to copy the
same bevel to this, select this whole tear the
club this with a bevel, go to this arrow and
choose COVID selected. Now we just covered
the bevel to this one. Tab, hit a way to one, tap out and assets. Apply this skill in
case we have problem. India, right-click here the smooth and give this
auto smooth white here. And now it's become
very beautiful. Alright, That's very cool. We don't need this
empty anymore. Just deleted. And very nice. Alright, It's very cool. Let's see if we
have any problem. Seems like that we
have nothing here. Everything is perfect, even the tire aligned with
its truthfully. That's very nice. Progress RS with us will do it for this
video and see you next.
38. 038 Modeling section Making some fixing in the rear bamper and bumper lights: Hello everyone. Welcome back here.
Some small change here I need to make
before I move on. For example, the land that
we have here goes like this, to go and fill this area. And for the bumper
when we design it, we we added the face right here. This face, we don't need it. We just need to
ingest a little bit. Grabbed the bumper and the hits like to go
to the local mode, tap, select this
face and this face hit here and move this inside just a little bit
to cover those. Hit XF to delete them.
We don't leave them. I love this edge, give it
the bubble away two on, to convey the bubble. That says we don't
have much here to do. Alright, no less hits like to
excite from the local mode. And now I can select the
light and go to face. Let's see what we have here. I will add edge loop here and align it
in the correct way, Keith wise and move this just
a little bit right here. And the graph the other side of the edge,
sorry, Who's yours? This one right here. It twice. There's just a little bit lighter with this
edge of the bumper. And now we can select
this face alone, can hit E to explore
this down like this. And we can go to the
wireframe in the club, these vertices a key twice
in this land them like that. Alright, that's cool. Now
let's grab the window. The glass of the light
can throw our list at age right here
and go to face. He grabbed his face,
hit E to extrude this. But I think I need to
move this manually. Alright, or I will hit Control Z and I will
extrude this again. I can go to the bucket view
is the go-to airframe hit E, extrude this almost
right here to the base of the bumper here. But we got some overlapping
because we need to push some vertices back. Those here. Hit key to the
why and will this back? That's cool. I think
that's better. Keith with away even more or less cool Now it's better and now
everything is aligned. Cool. What else we need to do here? For the bumper, I will
give this head smooth. We didn't give it hit smooth. And where we did that,
we lost some edges here. Let's try to retrieve these. By the way, we just, we didn't give this egg bevel. And we can do this manually, grab this and give it
a away way to one. Now we got this. What else we need to do here? Let's disliked to isolate it. And those here I can give
them eventful, actually. Bevel way to one. And even this edge,
this edge right here. Just to help people
to work correctly. If you don't like to
give us not a big issue. And what else? Let's see what we can do here. Alright, this EKG right here
within, give it a bevel. Solely give weight to one. I think that's all. We gave all the necessary edges. We gave them before. I think. Let's talk about
LSE, the results. Alright, by the way, we are not so quite
finished here because I didn't give
it a tire enough space. And I think we need
to make some tweaking here because the therapy
should be a little bit wide. And I can select the
side of the body here and just move these phases
gets a little bit more room. I can select those and hit Alt S to move these faces
towards the normal. In more than just a little bit. Something like
that. Not too much. If you have some problem. I mean, you can, for example, you can hit Alt S and
move those like this. You can delete this face. I could tell that because we
got some overlapping here, XF and delete it and you
can leave it like this. It will work out of this area. Alright, that's cool. Now we made this filler
and that's what we wanted. And what else? Let's hit the sit can throw onsets because I
just need to make sure that we didn't
meet any mistake. Here we got some problem. When we hit Alt S. I think this eight goes to we got
tilde here. I don't know. Let's try to make sure that we didn't smooth
the outer edges. Altis. Because
something like this. X F to delete this big face, this vertex, maybe
I can hit key twice and take this bag here. Okay? Let's hits like to see
what we got so far. Is everything is okay or
we got some problem here. Everything looks nice. I think. And we just got small. Problem may be right here. I can select these
vertices and let's see, maybe from the
top, I don't know. We can move them and
move those like this. Okay? And we can grab this
edge loop and move this up just a little bit key to
the see, something like this. Really hits like to excite. And I think that's better. Now we got a little
bit more space to put these back fully wants. For example, I can tap
and I can go to face. Ladies faces and move those
back to the, to the x-axis. Here, to the X. And move those
spec, something like this. That's cool. And
maybe, you know, we can club the flyer and
selects the necessary vertices. Those here. And we can move them back to the X and move
those back right here. Now we gave this
area a little bit of room to add the tire list. Select those. For example. Let's move this
right here maybe. Alright, something like this. We have more room for the tire, but it's not so
quite enough room. But we will fix it. And maybe we can let's try to
do this before we move on. Maybe I can add 18 right here. I can slide this, for
example, key twice. And let's move this
down just a little bit. We can go to the right. It's like to isolate this one. And from bright, we
can make correct cut. Start from here and ends here. And hit C to cut through and
then confirm the cat hit Enter in this EKG that we added in there by using
Control or we don't need it. And we can count on this one. Let's see what we
can do with this. Alright, I can select
these vertices, for example, and move those back just a little bit
to have more room. But we have labeled
vertices here maybe. Alright. Keith, with
a Y or to the X. And move those just
a little bit back. It's like to isolate this. Let's see how can we do this. I will hit G and hold
Control and stop those here. And we got some weird
problem here happen. Let's try to find
out why that seven. Alright, some problem
here we have. Alright. Okay, let's select this
new age that we added and maybe we can give it a bevel and let's see what will happen. Yeah, we can give it
a bevel and fix it if we like and
leave it like this. It's like a list check if
we have any overlapping here is we don't have any
overlapping right here. Alright, let's see what
else we can do here. I will tap it. It is more
than add one H right here. Align it with this. And on the other side, you can throw our and add
one to eight right here. And in the wireframe, I can select these
vertices and even I can move them inside like this. And now I get better results.
All right, that's cool. No, I can either tire this
area without any overlapping. Cool. One more thing here. I just need to do.
I just need to give this more room, this hole. So I will go to the right
and go to wireframe and manually just hit G and we
can move it right here. And then top can, that's it. Don't become bigger
and that's better. Alright, so that's cool, very nice ritual
that we got here. We fixed almost the most
important problems. Here. We have small overlapping
here happened in this area. If we need to fix
it, we can select this and go to wireframe. And select these
vertices and those here. And we can move those to the why and move
those right here. And that's better. Now, we need to fix
the lights as well. The cylinder light detail. Okay, let's select
it like that and deselect the the bumper. You can hit key to
move the light and let's see that we
selected everything. Yeah, that's right. Now. We can go to the right and top and the crop that
necessary vertices and hit key and move them like
this just a little bit. And that's it. Alright, cool. Now we got very nice,
beautiful results. Everything is in a place almost. And the result is cleaner. And I like to get clear results in case I want to zoom my camera in the edits and close area, everything will look nice. And that's what I want. Very cool. Alright, so let's end this video and see what next
39. 039 Modeling section Creating the wheel and the disk: Hello everyone and welcome back. Here lets you create the wheel. The wheel will not be
visible from the side, but it will be visible
from the site. Soap. We just have a little
bit of details we need to add here in case we put
a camera at this level, snot makes sense to
leave this empty. So let's add something
right there, less of bringing the
reference images here. And before we start, I just need to make a little
bit of changing here. You see this right here. I just need to make it
a little bit bigger. My result is very
nice and beautiful, but I think we need to
scale it just a little bit. So I will select
this, hold Shift, grab this touch with
its mood. Hitch. Want to go to vertex
x0 to Wireframe, grab all of these
vertices here is Z to go out of wireframe, S to scale it. And yes, Kyla,
just a little bit. Something like this makes sense. And I think it's
more beautiful, now, become very nice, very
sci-fi or externally. So let's create the
wheel and let's see, do we have any image can
heal us what's exist there? I think we have
image right here. Let's make this a
little bit bigger. Alright. Let's see what image
you can help us. Maybe this one right here. Yeah, this one is working now I can see the details
of the wheel. I'm talking about the
rim of the wheel. Okay. Let's see how can we do this? Literally the tire and
let's start with me, see if we can select the
vertices that we have here. Let's see how many vertices
are too much artist, by the way, I will
hit Alt, click, Go to edge, Alt click, select all of these edges. Alright, that's too much. So I'm not young to use those, but I will select this. I used to bring the 3D cursor in the middle of the circle. Okay, Shift S to go to the pioneer of the 3D cursor and just choose course
are to select it. And there we go. Now, course are moved
to the center of the circle and that's what
we want. Taboo out now. Alright. Shift a to add in
this other circle. And I need to rotate
the circle to the, to the, on the x-axis,
sorry, y-axis. But 32 vertices,
that's too much. Alright, So I think,
I don't know. I think I can use
subdivision surface and make the circle lowball it and then a
subdivision surface. Or maybe I can use
bevel technique. If I use the Bible technique, There's no reason to add
subdivision surface. So I think I'm going to use bevel technique and let's increase the number
of the vertices. Let's add 40 maybe. And rotate this to the white. Just hit R, Y, 90 degree like this and then
scale this mixed small. Something like this maybe. Alright, that's cool. Yes, make it smaller than the
tire and can throw light. Apply the scale
because we scaled it. What do we need now? Now we can maybe talk to the edit mode and
then hits a select everything in E to the extrude this insight,
something like this. Maybe what else we can do here? Maybe we can give it
the thickness rights, or maybe we can select
these edges and hit E to extrude and scale out. And let's kill them like this. Something like that. We
have some tweaking here. Let's go to face, head
number three, Alt click, select the face loop and key to the pics and those out just a little bit,
something like this. And Alt click on these edges, S omega this a
little bit smaller. And what else we can do here? Maybe we can hit E to the X and extrude those just
a little bit like this. And E extrude those
out and explore those. Okay? If this becomes
bigger than the tire, you can hit a and then S and scale this
just a little bit. That's okay. And if you
have any intersection, that's okay as well. It's not a big problem. Okay, Now maybe we can hit E to the X and mood is just
a little bit inside. Okay? And I think I need to
add an H right here. So I will hit Control R and add edge and move it right here. Something like this,
this, it's like to isolate because I just need to make some
tweaking right here. For this age, I will add
another one besides him and go to face Alt click and then Alt S to book this
inside just a little bit. That's what I did here. And that was attempt
to add Bevel to make the smoother Alt Clicky
club this and the bullets Or maybe this one as
well can throw a, B. And let's pivot less
and less, add three. Maybe. They got up this and this one right here and
this one right here. And the grill them as
well, can throw a B. And let's bubble them like that. And there we go out. And now let's check. We want to check their normal. Okay. Let's go to face orientation. Okay. We need to flip it. Okay,
tab hit a and let's try to hit Shift Enter,
calculate the normal. We want to see if
that works or not. Kept N. Alright, that's not gonna work. In this case, I need to hit Alt N. Where are the screencasts? Where is it? Whereas just
forget to activated. Right now I will hit Alt and to open them normal menu
and choose flip. By the way, Shift N is right
here, recalculate outside. Anyway. Flip it,
flip and flip it. All right, That's great. What's next? Okay, Now this tab and let's turn off face orientation,
right-click Shade Smooth. And we can give
this width normal. Okay, to make it
a heading better. As we learned, it activates Auto Smooth
is very important. And now we got something
interesting here. I think I can do
something else here. When I go to the edit mode, I can grab these edges, hit F and other cup here and just bevel
the edges like that. And that's will be
better I think. And leave it like this. The width cover
that we have here, we will cover everything. I just added this
cub in case we can see something right
here from this angle. We don't need to see and light. And one thing, we need
to see this instead. Now we got something nice. You can leave it like this. It's working if
you like. So okay. In case you want to
make this more smooth, if you would like to do this, you can add subdivision surface. And now we got even
better result here. Okay, Level one of
subdivision. That's okay. Let's put this
underneath subdivision. And let's see before and after. Alright. I think I will
activates weight normal. And by the way, my guest need to mention
something right here. We are here to learn
not I'm not focusing on finishing the project with a
focus on learn the software. As you can see here, if I turn off weight normal, you can see that I
have harsh line here. That's because K, That's
because these faces, this face is very small and we have very
big face right here. When you activate
subdivision surface, the algorithm will push the
aqueous toward this big face. Okay, if I turn this
on and hits why to activate wireframe
and deactivate this. As you can see here, these edges pushed towards this big error and we
have some variation here. We have very giant faces here. To make this even all
rights to balance that, we can add an extra H here, top and then hit
Control R and an egg. And you can see we
make it better. And when I move this new
edge to this Darrow, can, you can see there's
a difference here. Okay? So let's move this. All right, Somebody like this, I add this edge right here and that's helped me to will
make this even smoother. Now if I activate the now the line here become better in
the harsh line goes. So keep in mind that another AQ we can add
here to make it better. Tab Control R and
add egg right there. As you can see the heading. How would the heading
affected by this edge? And that sets, you don't need to give it too much
attention here. Let's slash and let's
excites and the recall. Okay, Now this tire is
already two duplicates, but we need to add
extra stuff here. Let's design this this
disk of the break. I don't know. I think it's have a name but I don't know what's called anyway, I think
they call it disk. So let's see how can we created, okay, maybe we
can, I don't know. Maybe we can start with this. Can we copy this big
phase and start with it heavily to the X and their cobra right here and scale it down. And yeah, that's what a work. Alkalis make this Disk
brake because big disk give you more beautiful life, think and nice as compared with the small.
When you will see The fast cars, the cars that
they made it for racing, they have very big desk. And when you see it's
behind the wheel, have very good looking. And we need to simulate that. So let's make this
a little bit vague. Something like this and
hit Select to isolate it, appears to separate this Disk, grab it alone, right-click
origin to geometry. And if you didn't, if you don't want to
do this, that's okay. Too geometry anyway, slash
twice to isolate this. Touch it, it is a hit E to extrude that
just a little bit. On the right direction. We have subdivision surface. Turn this off for now. And we have this. Alright, What else
we can do here? Hit a half them in case we have problem with the normal.
And there we go. Alright, let's
select this face and maybe this face hit
I to answer this, something like this. And what else? Alt E to extrude, be new and along normal, endless through those inside
other but not too much. Because you will have
some overlapping. Alright, That's cool.
Okay, that's cool. Or sorry, why do I
need to extrude this? Maybe I can extrude
this one alone. So E and store this inside
just a little bit like this. I think they are married
because of automatic activated. It's E. And let's explore this again. Something like this.
Okay, That's good. What else? Alright, so
with this selected, we can hit, can throw
before the vowel and let's pivot dose
just little bits. This ad for baby here. I don't know. Maybe we can label
this one as well. Yeah. We can do bullets just a little bit and
those here as well. Yes, small amount of
doubling can throw be and give them support
a globe in case we want to add subdivision
surface modifier. Can throw our and
ads for this area. What we can do is we
can leave it like this actually and just add
support, a GitHub here. And one here Control R. And with this one, new one added control B2B
ability to two. That's great. And now let's see what
can happen if we do, we need to give it a
subdivision surface? I think we don't we don't
need extra polygons here. So this, this result is, I think, enough for us. Okay, let's hit slightly
less CO2. We got so far. We got this activated,
maybe weighted normal. And there we go. We can delete subdivision
surface from this. Very cool, Very cool, Very cool. All right, let's see what
else we can do here. What we can add, maybe we can create some mechanical stuff here in case we want to
add the camera right here. It's sort big sense
to see nothing. Okay? A few, don't want to add
mechanical of stuff here. You should avoid any
camera at this level. Because if you make
your realistic, definitely he will till
this image as CQI. But if you add details and
make foreign the realistic, now one will total of
this CQI or real image. Okay, but I will end this
video and the next video, we'll see what we can add there. Okay, so see you next.
40. 040 Modeling section Creating the shock absorber join: Hello again and welcome back. Okay, now it's attempt to
add some details here. And I'm not young to go crazy and creates all the
complicated stuff here, but just need to add some easy stuff here just to make this looks more realistic. Let's start with this and
I don't know what is this. I think it's connected
connected to the shock absorber or
something like this. And then should be
connected with this thing. And there's some stuff here, and this shifts comes from the
motor to rotate the wheel. And here we have a
join in case you want to rotate the wheel
and keep the rotation. Okay? This, you can, we do some stuff here. Let's start with this shape. And I don't know, maybe we can start from cube
or watts cylinder maybe. Let's talk with the
cylinder, okay, lists of bringing
the 3D cursor to the center over this disk. Shift S and coarser to Selected
Shift a to add the list, add the cylinder here. And let's add, for example, six sides or 6,000
not going to walk up, killian this add 16 or maybe 12. We can start with 12 and
scale it. Let's kill it. And rotate this to the
why or why 90-degree. Okay, that's cool. I think we need to rotate to
the Z or Z. Ninth degree. Yeah, something like this. Hit you to them over to Alice. Move this right here. Scale it even more. Scale it to the why
in just a little bit. Less too much, somebody
like this would work. And now we got this. And I think I'm going to
make some tweaking here. And it's not going
to be a complicated, I guess need to grab
those and move those back to the, to the Y. But if I do this, I will have some
overlapping here. Okay, in this case
where they can do is I can go to the writing
and go to wireframe. I just need to move them
diagonal like this. I can move them by
the way, like this. And then after that it's key to the Z and move
them like that and everything will be solved parts, there is a nice technique. Actually, if you like to
do something like this, what you can do is, for example, you can go to this coarser tool and
click on the surface. But another cursor is aligned
with this surface parts. We need to align the direction
of the course or as well. As you can see that the cursor, it goes like that. And we needed two goes with the direction of
the surface like this. In this case, we can go to
the tool of the 3D cursor, switches from view to geometry. And then when we click on the surface to all be aligned
with a surface as well. As you can see, it's
aligned like that. Okay? Okay. After that, we can go to the Big Woods
transform and speeders to 3D cursor. Sorry,
not this one. A transform orientation. Switch it to 3D cursor. And now if you tap, sorry, tab and
select the vertices, now if you move them, you will move them diagonally
with the direction of the 3D cursor. As you can see. If I go to the right view,
go to the wireframe. Alright? So this is nice trick if you want to use, It's
very beautiful. And I guess the intimate with
those almost right here. I think that's what will work. Let's go back to the
tool and that's it. Actually grab this and
let's start with, sorry, let's start with to create
and sorry this stuff here. Alright, let's tap it
with more than the select some faces from here,
maybe those here. Let's see how many
face we can pick. Maybe this one and this one. Isolate this, yeah, these phases maybe entity
to extrude them like this. And sweetness back to global. To avoid no problem. As to the zero Enter
to make this flat, maybe we can move with just
a little bit like this. And we need to scale
those up like this. As to the Z, maybe just
a little bit like that. And what else we
need to do here? Can throw an army to
add one H right here. And maybe we can then
crop this a kid key to the Z and move it
just a little bit. And maybe those I can move them up just a little bit like this. Okay, that's cool. Maybe this one I came
up with forward. And Alt click grab
those controls, be able them to three baby. And what else? Maybe we can club those here? Actually, yeah, I think
I can make it to open. Let's see, grab those
XF to delete those. And maybe we can delete
those here as well. I will keep those
kids go to bevel club all of these edges here. And those here as well. And the voltage control be just a little bit
of beveling here. Already, That's cool. What else? Select this face hit itemsets. Instead, there's just
a little bit end go to Loop tool into a circle to make this
perfect circle like that. Alright, that's cool. And from the other side, I guess forget this. Hit I to insets and
right-click and just circle. Okay, Now let's give
this subdivision surface and let's see what we will guts. Alright, now we got this,
create bouquets, cool. We can accept it.
Right-click here. The smooth to make this smooth. Tesla is more to make
some tweaking here. For example, we can add a here and the crop
these edges, Hikida, the Z, and move those up to
create sub tilt like this. And this aqueous kinda
gravitate again through all be in the bullets, will be better. Yeah, something like that. It's like to excite and should be in the
central accurately. So I will select this shift
S course author selected, and then grab this shift, select it to coarser, then move it back in the correct place and down a little bits,
maybe right here. Alright, That's cool. Okay, What else? Let's
select this again. Select this circle
that we just created heavily to copy it, PS
through separators. And let's move this
image right here. Alright, tab out to
leave this alone, tab, and it's a and D and E to extrude this just a
little bit, not too much. And the club is faced
with this face. Maybe we can hit I to
insert something like that. Grab the edges, can throw
be to bevel the three-year. And now we got this.
Okay, that's cool. Tap it ANG and move this here. Alignments. That's cool. Okay, select this hip D, they are Coby right-click
to live with a surplus, are too the Y and
rotate this like that. And hit S to make this
a little bit smaller. And now we got this
already, That's cool. Okay? For this one, I will
select to isolate it and I will delete these
edges. So like the idea here. And maybe now we need to
make some tweaking here. For example, I can grab this. Okay, Let's go to the front. Properties as to the X is your answer to make
this flat as to the Z. And maybe what else
we can do here. Let's select this edge
twice and slide it here as to the Z and the
skill is just a little bit. But I will get some
problem in this case, alright, Any to
avoid all of that. Okay, As to the x0, that's not going
to work like this. Let's hit S to the zero Enter, make the edge flats, and now we can scale it just
a little bit. Let's hit up. Alright, it's
acceptable actually, but not too much. Maybe we can take this back
just a little bit. Stop outs. Maybe this one is to this he gets a little bit, not too much. Now the age floor, I think smooth or maybe this
error, we need to fix it. Okay, As to the Z, we can go to the
front and cancel. That's better. Maybe. Can we maybe this one as well as to the Z
gets a little bit. And yeah, that was better. Okay. What do we have here? We have another circle
here and this area. Let's see how can we create a, touch it more the end. Okay, let's grab these guys. Hit E to extrude those maybe
right here, and grab those. Okay? In this case, I need to
create a circle right here, but let's try to find the
suitable way to do that. Lists out a couple of edges
right here, maybe four. And rights, let's add
another acres here, three or four,
something like this. Turn off subdivision
surface for now. And let's select
this group of faces. Could have this hold can
throw you off the club this two cylinder
group of faces here. And then right-click and choose circle to make
this like a circle. But because we scaled it, a circle is not correct. Can throw that tab out. Control I apply
the skill tab in. There. Faces, right-click circle. Now the circle is perfect. And we got this okay, On the other side, the
same scenario, hold Shift, Control, Shift, grab this, I'm alright, maybe
those as well. That's cool. Right-click circle. Now we got this circle. Okay, That's cool. Let's see what's in the next
step, maybe weight. Now we can make some
connection here at F and the glove this F couple
of times to fill this. And for these phases, let's select this face. Can throw a glove, this
gets to like those here. And maybe even those here, we can club them
XF to delete them. And the same scenario
for those here. Alright. Alright, there's too many
way actually to create this. Now let's select this edge. Hit F2 filled, sorry noche. Grab this at F, F kibble type. And this one as well. And that's cool. Okay,
Now for this area, Alt click hit F to fill it. In the same scenario,
maybe right here. F two fillets. And I
will select these edges here and S to the zero Enter. And you can hit G and just
align it with this edge here. That's will work. The same thing for this side. Just to grab those as to the zero until make it flat and G hold cancel and
stop it right here. Okay, what's next? Maybe scale it through
the white as well. Think. Okay. Something like that.
Maybe we can take those out just a little bit. Not to the X, to the
Y, key to the why. And for those, there is no
problem, can throw it out. Let's add it here, drop those, hit the K to make some
coordinate Kim and here as well. Okay? And for those here we can add one edge tucking to
connect those J. And one egg here. Okay? And what else? Okay? For those here, we can hit key twice and
activate automatic. And American them here. I think that's what a rock. And for those here,
alright, can throw, a couple of type, can
throw are less idea here. Those hit J. And those
here as well as J. Select those here, Keith wise
and merge them like that. And those here as well, Keith wise make them up. And those here, Keith
buys them here. I can throw our can throw our and make them make
some connection. Okay. I know it's annoying parts bots. We've done here acutely. What's next? It's activist
subdivision surface and now it's become a
little bit smoother. If you want to make
it even smoother, you can cut this area
actually from the front. You can use the knife tool. Hit K me, cut like this, hit a to make it sits right. And she to cut through and then confirm the cat would enter to cause the whole
area here tab out. And now it's better.
Okay, By the way, if we need to, this to be more smooth, we can add to
subdivision for example, but I don't, I'm
not gonna do that. Alright? This circle should
be a little bit bigger. In this case, I can grab
those and move those. This H right here, maybe
it can Toby and privilege, maybe the crop, the whole
vertices that we have here, do we have no problem here? Okay, we got weird edges here. I don't know why
that's happened. And we got something
weird here as well. I don't know. Anyway, go to Wireframe, grab all of these
vertices or edges, and I'm going to scale those
and cancel the z-axis. Hit S to scale, but
scale them through Z. Okay? Shift Z to cancel the Z axis and it's kelvin
gets a little bit like that. Let's type out. And
now we got this. Let's top. It is more
than from the top. Maybe we can select those and those and scale them with
a wide just a little bit. Alright. Let's call this, it's like
to excite and it's too long. And this way, Let's grab all of that and take
those back just a little bit to the X
and move it here. Maybe, maybe we can Let's see what we can do here. Something like this
that makes sense. We can drop those and take
those down just a little bit. Maybe. Alright,
listen like this. All of these, maybe we can move them back
just a little bit. Alright, now let's see
what else we can do. Okay, let's put the
image right here and let's put the 3D
cursor in the center. Have to an, let's add a circle. And let's change the number
to the 12th as well. And let's rotate this to the
why or why ninth degree. Sorry, our Y ninth degree scale, this make it small. Let's start from here. Okay, I can throw light. I'll play this kill
tab to the edit mode. And let's see what we can do. Hit F to fill this circle and maybe to explore that
just a little bit like this. Okay? What else? What else? What else? What else? Alright, so we have some
problem actually here. Okay? I think what we can do is we can select those
and Hickey and take this down and grab this and
it's our to the Y and rotate. It's just a little bit up. Alright, something like this. Alright, let's select
this new circle that we added and
talk to edit mode. And let's go to face to
select some faces here. This one those here maybe. And hits II through those down as to the Z zero Enter
to make this flat. And now we got it. Okay, What else? Key to the Z and take
this right here. E to extrude. And
select these faces. Hit E to those. Something like this maybe. And the grub those
hit S to scale those and get through the
x-axis to move those forward. Alright. Okay. Alright, let's hit the select this face and hit I to insert. Just a little bit, not too much. And it can throw
our to add one egg here and one edge there as well. And go to knife, cut from here to here, or hit Enter another cat
from this vertex to this, the Enter, grab this edge, this edge Control X to resolve
them, we don't need them. Now, what we can do
is we can select these faces and
those here as well. And this face here. And maybe this face, it should be right here. Okay? And I will hit Alt E and extrude along the normal and extrude
those just a little bit. And go to the option here and choose Offset even to fix the
problem that we have here. Alright, after that,
we can select this. It's like to isolate us, okay, That's, will be better. Let's select these edges, Alt, click, and Control
V to bubblegum. And let's add the three,
maybe, something like this. I'm not too much crop
this year maybe. And this one can throw
extra dissolve it. And crop is vertex with this
one and make connection. And this one as well. To make these quad, quad faced with four vertices. Alright, what's next? Hit Control R maybe to, to, to make this error tight. Or we can use bevel actually. Alright, so now we
got this result. Let's see what else
we can do here. Maybe we can add here
something like that. And the Grob, this vertex, this and this key twice, move this up and roll them, and select this edge and
this edge and delete them. We don't need any triangle here. Okay? For this area, grab this
face it I to insert. Alright, inserting
this face inside, That's will help the subdivision
to work correctly if we give this area
faces inside, yes. Okay, Now we can target the
necessary edges that we need. And now we can give them bubble. Know this edge, just those here, maybe this and this one as well. Alright? What else? We can
select those here. And those here. Alright, so maybe we can see those here
as well. So beveled them. Alright? And those here, something
like this. Notice here. Alright, let's see
what else we can do. I forget those. And this egg here,
this one here. Maybe we can select
those here as well. Alright, cool. This one, this one. Yeah, I will select
those here as well. Alt click on this one here. I think that's will be better. And now let's go through the atom and
give it bubble weight. And let's add Bevel modifier. And let's take this to zero and move this
just a little bit. This small amount of beveling. And let's add subdivision
surface above it. And top, I'll try
to click here the smooth and we got
something nice. Some problem we have here, maybe because we
gave this a bevel. See why that's
heaviness turned off subdivision surface
and the wool. Alright, I will
select this face and hit the I to insert
a little bit. Tub out activated Bubble. Sorry. The problem is we didn't
three this tool to weight it. It's still working with angle. It gets Rick this to weight it. And now it should work correctly activates subdivision
surface and I cool. This equity. They didn't
give it subdivision. We didn't give it
a bubble and give it the bubble, this one as well. Alright, cool, nice
acceptable result here we have with the subdivision one. It's clean. This exact now, and this
should be inside it. Okay? Top of Grob, all the
vertices that we need. Alright, go to solids, key to the edge, sorry, keith, with the x-axis and move
this just a little bit. I don't know. Can we scale it? Let's
move this to the X DX. Let's leave it like
this. It's okay. Maybe we can take this up. Those you to the Z and take
this up just a little bit. Alright, that's
something nice, I think. Very cool. It looks nice for me. Alright, this video become
very long and I will finish it and complete this
annoying stuff. The next one, okay,
so see you next
41. 041 Modeling section Creating the Driveshaft Boot and Damper Fork: Hello everyone. Welcome back. Let's create this shaft. Okay, let's see from where we
can start listed like this, this shift S course
are to select it. And maybe we can start
with cylinder Shift a and the two cylinder or
even circle is working. Let's add a cylinder and let's rotate this to the why or why, ninth degree and
this killed list. Because very small,
something like this. Maybe. Let's pull
this right here. Alright, let's pick a,
just a little bit ****, that's like to isolate it, touch it is more
crop this phase, this phase XF to delete them. And what else? Maybe we can skill it
just a little bit to make it bigger or taller to the
X. Suddenly like this. And we can control that
later if we want to make it smaller.
I can throw ado. Let's add some edges.
Something like this. With this egg is selected,
I will have ketorolac are again controlled B, sorry, and the whole dose. Somebody like that. Okay,
something like this. Maybe I will have, can throw the
entropy that again. Okay? Can throw out, sorry, Control R. Let's add edges here. And let's would this,
would those selected. I will hit Control
V and bubblegum. And now we can select Edge and leave
one and select the next. Select this one, hold Alt, click, and then the next one, Alt Shift and click. And then hit Control Shift to select the other
edges. Like this. Somebody like this.
And we can go to the select and go to loop
and loop to select the loop. I've started That's
kill those inside. What's we need to do is we
need to hit S to scale Botkin. So the X axis shift X case, something like this, maybe. Just a little bit. Not too much. Okay, these edges
right here, grab them, activate automatic key twice, and merge them for now. And then we got this.
Okay, that's cool. I've started that
with these selected these edges right here, I can activate
proportional editing and active and scale it like this. With a proportional editing on. That's very cool and from
the cell as well as S, and make the effect
smaller or less cool. Alright, now I will hit S
to extrude this inside. And then E like this and
the crop those here. And give them the Wilkins
will be, let's add the three. That's will be enough.
And now it's the time. Select all of these edges here and grab them
and Bevel them. Can throw be and
lists are too maybe. And the club those as well. You can ignore them. I think we can do this. Alright, let's see what's
it can happen if we added subdivision surface.
Right-click here the smooth. And yeah, that's very cool. Alright, let's
select the edges in the center and then Control V. And now let's
select those can throw be. Maybe we can just kill them. Just a little bit. Turn off. Proportional editing
could S and cancel the X, then bubble them. That's better. It's about
saying the and I was okay. It's not so quite similar to
the result that we got here. And if we need to do this, we can add extra edges in some places will make
them a bit tighter. If you like, you
have this option. And if you like as well, you can select for example, these faces and you can
scale them inside even more. I feel like that's
going to work as well. And let's see what's
gonna happen. S Shift X to cancel the
x-axis and ever go. Alright, stop outs. And yeah, this one is working for me. Touch it again. Select this edge is right here. Hit E to X through the
chest a little bit and ES to store this
inside like that. Maybe. And E to move this and ES little
bit and eat inside. Now select these edges, can throw B2B, hold
them to three, maybe somebody like this, and grab those here. And maybe this one alone for now can throw me and
give it a little bit. Big. The violin care, this
one can throw be, this one has will alter cancer, will be Alt click me. And the tub house activates subdivision surface
and the telescope It's like to excite and
less CO2 because so far hit you to move
this just ultimate. Those attempt to
create the shafts. Okay. Touch it is mod end. Maybe we can select this edge. I'm just going to show
you maybe this one. Alt click and Shift
D here, Coby, right-click, leave it in
simplest, be separated. Top outs. Select this new age, tap it a and E and extrude like that movie just a little bit. And let's, It's like too
exciting. There we go. Alright? Alright, alright. I will move this just
other bits inside here. And this one as well, the key and move this here. Tub, club these vertices V
and move those little bits. Top. Arthritis like Hey, this mode, you can
leave it like this. It's will work. Okay, cool. Okay, what's the next step? What we need to do here? Okay, now we can
create this thing. I think this one is connected to the Shock absorber,
something like this. And let's see how
can we do this? And baby, we can
make some tweaking here to the design that we
got here. I don't know. I feel that we can make some kinks here to
get better results. All right, I think we
can delete those for now and add just one
right here for now. The crop, the whole vertices
here, key to the Z. Maybe we can move
them up like this. And the crop is vertex key to the Z and down a little bit. Okay, Let's sits like
to see what we got. Alright, we need the
distance by the way, because it's, it's important. We have some
distance right here. Alright, let's hit
slash again and let's see what else we can do. And they keep here
and this area, right? What about these faces? Select this one can throw,
you have to crop this. To select this area. I think we can hit E to extrude
that just a little bit. Okay. Before we extrude this, I will hit I to insert first and then eat
to extrude this. I don't know. Yeah,
something like that. Let's hit Select to excite. And maybe what else? We can hit E to this again
and extrude it again, move it down and
then hit S to scale. Let's make it big. And hit I to insert this face and can throw
off to support this side. I don't know. Maybe we can grab those and
the volume to know too much. And whatnot. We got
something interesting here. I think that's, will be better. Alright, yeah, this
more beautiful. I think maybe we just need to take these interfaces
down from the front. Maybe we can go to Wireframe, grab all of these Hikida dizzy, and move those just a
little bit right here. Alright, I think because we, because of the the
auto merge activated, we married some vertices, accidentally hit U to
the ZM of those here, top outs, and there we go. Alright, so that's cool. Let's see what else
we can achieve here. As I said, we need
to create this. And let's see how
can we do this. All right, how can
we created it lists the cylinder or circle
with the 12 vertices? Yeah, 12 we have here. And rotate this to the skeletal terrorists actual
ischial it, make it small. And our Y ninth degree G. And move this here and key to the Z and take
this right here. Let's kill it even more. Somebody like this. Maybe or maybe even bigger. I think. Yeah, let's kill it
just a little bit to the Y. That's cool. Cancer
all have like SQL tab. Go to vertexes, grab these
vertices that we don't need. Alright, let's scrub those here. Let's cancel this and this. We need those hits X and V
to delete these vertices, hit a, select the other. And maybe we can hit E and through those like that, hit a, select everything, shift
and to recalculate the normal in case we have
problem. Now we got this. Okay, let's select
these two vertices and those here and skilled
in just a little bit. Okay? Maybe now we can hit a move those in the correct
position like that. Grab those here. We can maybe crop them here Can throw are less, add two, maybe three. Or i32 much control or
less are too for now. In the wireframe, we can grab those and move them
up just a little bit. That's cool. That's called hit a and then Alt E to open extraordinary new and extrude
along the normal. Throw those out a
little bit like this, maybe go to offset even. That's correct. Some stuff here. And after that I
will add slack to isolate it and work
with this here. Alright, let's go to face. And what we need to do here, Let's select these faces. Maybe I'm alright. Let's hit E to extrude those. Something like this as to the zero Enter to
make this flat. I don't know. Maybe we need to make it
a little bit smaller. And another extrusion here, maybe here just a little bit and then another
extrusion up. And now maybe we can
select these faces. Hence kill them like that. Killed him inside
and the same time. And I can select these
vertices on the both side. And he'd keep it busy
and move those up. Or maybe all of these vertices
actually key to the Z. And what else we
need to do here? Alright, let's select this here. Control V to bubblegum.
That's either three. Those as well can
throw vtable for them, add three here, and grab those. And the role of
these, it gets here. The same thing for
this side here. Okay? Alright, What else? Those here as well? Alt click and those here. And those you as well. Alright. And those here. Alright, club those
and be able them. Sorry. And the club
those husband very cold, give them the void.
Okay, That's better. And yeah, that's cool. Alright, let's see what's going, always going to have it if we give this subdivision surface, but let's delete these faces. We don't need them.
Okay, X to delete them. And let's go to the modefier, add Bevel modifier and Disk
brake the method two weights. And let's add 0.1 centimeter. Alright, 0.2 centimeter are
the three segments are too. Let's add subdivision
surface after that. And the right-click here to
smooth out, hey, the smooth. Okay, we got nice
results right here, but we need to
take this further. I will turn off the vote and subdivision surface and
go to the edit mode. Furthest, grab these
edges as we got here, this one. Those here. And on the other side as well, we can select them and
kill them like this, make them very close. Here we can add an edge and
this area almost right here, and on the other side as
well, the same scenario, by the way, you can delete
it and use mirror modifier. I think I will do that. Alright, now let's
select these faces. And I tried to click into a
circle to make this circle, but we need to select
those here as well to get similar results. Okay, we didn't get
results similar to what we have here
because this area, we scaled those two
edges like this. And here we don't have
something like that. Because of that we got
some rotation here. Manually. We can go to the front, for example, and go to
wireframe in manually. We can rotate this and hit key and move it in the
correct position. Something simple, by the way. Yeah, that's what
kept her that I did that because I need
to crop this and hit E to extrude it
to the why and to this and make it flat. Alright, after that, I need
to give those as well. We will wait. And those here as well, we need to give them
bevel weights and K. That's cool. Let's see what can happen if I activate
subdivision surface. Alright, so we got nice results. Similar tweaking we
need to do here. Alright, subdivision surface. Yeah, very good. So-called Yes, a little bit of
tweaking we need to do here. Let's select these faces, go to face and
select these faces, and hit G and move those
just a little bit out. And if you like, you can
scale them like that. And from the right
maybe we can rotate them or we can leave
them like this. That's will work. Okay,
Let's leave them like that. Alright, Very cool. Tub outs. And let's see what's
gonna happen. We have something here. Let's try to fix it. Alright, to fix this, actually, we can give those a bevel as
well, this age and this age. But I think this bevel that we will add here
will kill some problem. This try and less he
was going to happen. Alright, I think that's better. What we got this
problem right here. I will accept it. Because now on we'll see what's
going on here. Alright, I'm not going to put the camera close to this area. I will leave it like this, but for this side, in the right, I will delete half of it, like this, hit XF, and I will add mirror
modifier to fix this. Okay, Let's go to them, your hand mirror modifier
and make it ferrous, modefier and serverless give it the right axis
maybe to the Y. And yeah, that's cool. And now we can activate all of these modifiers together
to get this result. It's like to excite. And let's see, here's
everything aligned perfectly. Alright, so everything
looks nice. We have some space right here, and we have some
overlapping here as well. We need to avoid all of that. Okay, Let's leave
this as is for now. Maybe we can find the
solution for this later. But I think we can scale it gets a little
bit to make it smaller. And we need to make
some connection. Because here we
have an open area. So let's select this and
first list, correct? The normal, because I
think that normal flipped because we have some variation. The killer, as you can see, top, it's a shift N and
yeah, that's right. Okay, select the second and
let's select this face. Can throw up last
couple of time to grow silicon Mg to move those just
a little bit to the, why? Give it just a little
bit of thickness. And maybe I can
select this one in, hits it to insert this
and hit E to extrude it. Just a little bit right here. Okay, something like this. And here we have H and
here we have H club. Those two can throw me to bevel them. Something like this. Hello house. That what rock. That's cool. Let's
go to the front and let's see the alignment. I think we need to move the
just a little bit right here. Let me ask something like
this. Alright, that's cool. What's next? What we need to do next, Let's
select this one. I think I can hit Shift T D, take a Coby and right-click
to leave it in the same place and then hit Control
M to activate them. You're now a mirror
is activated. We just need to give it
the, the right axis. We need to mirror it's on the Y. So just hit Y and then anthro. Ready, cool. Alright, so less activity,
subdivision surface. Alright. Okay, let's make this
a little bit smaller. Tub hits a selected everything at this and make it smaller to the next tab key and
move this right here, making the shift a
little bit longer. Grabbed their vertices key
and those inside that box. Right? What's next? Maybe now we can eat the create the knots
that we have here. Select this face tab. Alright. What I need to do lists
like this today as mood. Just select this face here in the middle Shift S
and the program, the 3D cursor, the center
of this face tab out, shift eight to add. Maybe we can go to the front
and then hit Shift a to add. And let's add cylinder.
Maybe we can add. And let's add six side
here has Enter and align it to the view to
rotate the cylinder towards cells and then just kill it and
make it very small Something like this make it
even smaller. And the fronts. Alright, that's cool. Now, take this out. Skills even more like this. Great cool. And what we can do now, controlled by scale tablet mode, select this face it
E to extrude it. Alt, click on these faces. And then what you need
to do is Alt E and extrude along the normal and
just extrude them gets a little bit like
this. Not too much. And less selects the edges Alt can throw click
to select age, rank, and Control V to bevel.
And let's move all those. Let's add some
edges right there. When new companies Alt
click on these faces, right-click and your circle
to make this a circle. And after that we can grab the side with the site
and give them a bevel. Actually, all of these, we can give them bevel. Okay? We have this vertex is very, very close to this one, and these vertices will cause us some problem here
if we didn't fix them. So let's see how can we
can fix those fairest. Let's go to face more tip
number three and manually select all of these
faces like this. And those here. By the way, you can hit C and use the surprise to
select those booklet. Okay, after that, when
you select all of these, just hit X and go to
limit dissolve to delete these edges alone and leave the necessary images
for this area. And garbage can throw
blocks to grow selection, or you can go to the right, go to wireframe,
select the site. After that, you can hit F
to make this one phase. Or you can hit Control
X to the sulfur. That's all work as well. And some which
tweaking we need to do here because we
need to use bevel. Let's mark those
first two vertices, U twice and merge it. Because we need to use bevel. This goes like that. It's not gonna work
because of a volt will be turned to
this direction. But if we make the Akos like
this, Let's move with her. So select this and this
and hit J, that's better. Crop this can throw X and delete it the same
center right here. This vertex key twice and merchants select
this with this hit J and go to Edge Control
X and dissolve this one. And you can do the same
scenario for those K. And this one with this one
had J and this one Oswald J. And J maybe, or maybe for this one thing that's
will be better. Now we can select
this face right here. If I to insets and E to store
this inside, I can rank, select all of these edges, can throw it all to edit, click, Control V
to bevel them at this level, them like this. Now go to face, Alt click, right-click, circle,
and there we go. Okay, Now let's hit C and
let's use the circle to, or it's just, I just
forgot something here. Deselect anything could see and move the circle to
grab all of these quickly. Alright, something like this. When you complete X
and limit, dissolve. The same scenario, just
small tweaking here is J. Make some connection here. This one with this one had J. And those here hit
J. J here as well. And here for J. And I said Sandy's edges, we don't need them anymore. All right, that's
great. We just note you need we need to give them a bubble and we
will be good to go. What's the next video? We will finish this. Okay, so see you next.
42. 042 Modeling section Creating the Shock absorber and other parts of the suspensi: Hello everyone and
we'll come back. Okay, Let's complete this nuts. See what else we can do here. Alright, I think that
we can give it a bevel. And I will use them
with the fire. And before I do this, I think I can insert this
face and extruded inside, sorry, extrude
outside like this. And maybe we put bevel this
to two edges like this. Alright, I don't know. That's maybe we can
then crop this age and had key twice
and move the peg. Okay, something like this. Alright, now let's
go to a Tim and evaluate and select some edges
to give them bevel weight. Those here. Grab those. And those here as well. The way to one. And Alt, click the weight one
and those here as well. Okay? The voltage one. And these edges. And don't forget those, can throw Alt click to select
a drink and hits one here. I'd one. This one as well. That's great. Now let's
the modefier. Dropouts. In, add Bevel, change
the limits, two weights. And the side here, 0.1 can
throw light, apply the skill. Alright, that's not gonna work. 0.02. And let's add maybe
two segments. Shader, smooth, smooth,
and harder, normal. Or at least make some
tweaking here. For example. The skill that's just a
little bit like this. I think this will be better. And I think that's it. If you'd like, you can target these vertices and hit Control Shift P to give
them bevel four vertex. And you can get something interesting like
this if you're like, okay, because in the
real world these, this area is chamfers. I'm not going to do
that. Am I going to focus on the stuff? I will cancel that. It's like
to excite he and move this. Okay. Something like this. Maybe we can take
a Coby from this or am I going to I thought
I can add one here, but I'm not going to
do this as too much. Okay, what else? The Supreme, the images and let's see
what else we can do here. One, we can add one here. Okay, what I can do is
I will hit Select to isolate this and go to
the right if you are, maybe before I go to the right, if you're able to
grab these vertices, these alt click and
hit Shift S and course of the selected to bring
the 3D cursor right here. Talk about right-click
set origin to 3D cursor. I just added the origin
to 3D cross right here. Can throw eight to apply. There are taken up by the scale. I guess needs to do
some mic here and let's go to the origin and activated. As you can see, the
Z goes up like this. I just need to rotate
it from the right. Hit R and rotated
hold Control to snap the rotation and
rotate like this. Okay, because I need to do something and after that
turn of the origin. Okay, now if I hit
Select to excite hand, if I go through their start by activated
faced snap. Okay. Alright, I can, when
I duplicate this, I can stop it on
any surface I like. But I need to activate
something here. Okay. We need to align rotation, lateral rotation, Hideki,
hold Control and snap it. As you can see, we have
some snapping care. But I think snapped on
the wrong the wrong way. Elisha, can we fix it? Let's go back to
the snap and choose center and hit G and move it. And now it's working correctly But it is a flipped, we need to flip the z-axis. Okay, so let's go to option. Can throw em and mirror it. Mirror to the Y and then
hits Enter, confirm it. And turn off this and let's try now wiki hold Control,
and there we go. That's very nice. Now I can
snap this anyplace I like. And it should work
correctly. All right. Speed cutting some
problem right here. I think this face is if flipped. And yeah, that's right. At the beginning when we rotated the z-axis,
it was correct. But because this
geometry is a flipped, I didn't get correct results. So in this case, we need to flip bag of a z-axis. Can throw em to me already
to the Y and then hit Enter. And there we go. No,
that's not correct. Turning this off and
grab this top hit a heptane and exact. And now let's switch to the
face of this is key and snap. And there we go. Now we
should work in any place. Pretty cool. Let's
put this right here. Maybe in the middle
of this circle. If you're like, Oh
do you can, sorry. You don't need to be so precise. And this stuff this make
it a little bit too big. Yeah, and you can
leave it like that. Okay. So what we did now is it's okay, a nice here we have
some overlapping. I can ignore it actually because I'm not going to either
camera right here. And from any and any other
place It's will be covered. But I can see it
from this angle. Alright, let's see
what we can do here. Maybe I can, I don't know. Maybe I can select
these vertices. This hits like to isolate this. I think I can grab
all of these and move those up. From here. Maybe we can see
the result due to the Z and move it
up like this. Okay. Does that make sense?
Well, that's working actually, but that's cheating. I'm not going to this result is not similar to
the result as I have here. But who cares? Okay, so I will
keep it like this. Maybe we can make
some tweaking here. Like I think can
throw our job here. But let's see how can we do it. Let's turn off these modifiers
for now. And let's see. I just need to check
the flow. Okay? I think I can add Control R and add H right
here, something like this. And I can grab these
vertices and hit Keith wise, activate auto marriage heatwaves and marry those right there. And now we can select this
edge and this egg here. It can throw likes
to dissolve it. And now I can add edges here. And this area that's
add one here affairs. And make couldn't akin
between those or less. Take those a little bit up. Maybe right here. Select those hierarchies
wise, take those down, sit like this with this hit J, and this would this hit J. Now I can hit Control R
and add two edges right here to prevent any
strike happened. When I activate
subdivision surface and notice activate all
of these quantifiers. And now we got this and
that's actually working. I found that image
and go, go here. And I cost the same situation. These arms are a little bit tall and I say that's working. We can take this up. It, we can get cool result. Alright, a little
bit of tweaking we can make here, maybe. Okay, Let's, for
example, let's see, grab these vertices here. And we just need to move them, gets a little bit like this. And those here as well.
Somebody like this. Alright, let's move those. Sorry. Just a little
bit like that. Key twice. Take this up That's cool. Very nice. Alright, the only thing
that we need to do here to create the Shock
absorber and we need to make some tweaking to
the fender covers here. Kayla's tablet is mod end. We can hit Control
R to add it here. And snap this to the
why to make it perfect. But I think that's not
gonna work like this. Go to the right, has to
the Y is zero enter. Okay, it's working. And maybe we can level up now, can throw be two
edges like this. Let's go here. See what we got so far. Alright, that's cool. Listed slack again. We would send the
right place that we can hit Control R
to add one AQR. Ambivalent this again. Okay, I can move this face, I beveled this I thought
I can move it like that. Okay. Something like this. And I think that's will walk. And what else? Maybe making some kinks here. Hoping these just a little bit. And maybe we can devote
this edge, this one. First, let's delete this edge and this one, we don't need it. And for those I think we can select those here
and dissolve them. Those here as well. And the
kid Control X dissolve it. I select those that control be enabled them like
that. Yes, autonomous. He writes, dissolve its
eggs, all this edge. We don't need this. And
now we got this result. Just add here, but we'll
wait for this year. All right, something like this. I think we got some
problem right here. This move is just
a little bit away. Endless. Give this a new edges. The weights. And maybe
those as well here. We'll wait. And those here. Something like this. And what
else we need to do here? Alright, I think I
can extrude those. Bad gets a little bit. I don't know. Let's select those and
let's take this back here. Okay, that's cool. Let's talk
about enlisted the result. Or at least turnover,
clump over love. I just need to see the
result before and after. And maybe we just forget
to add Bevel weight here. And what else here as well here, we didn't give it
a little weight. Alright, maybe here. Okay. I think that's, it's alright, let's tap out now and
it's like to excite. And now we got some room
to add some stuff here. Alright, let's, now we
can add the cylinder. Maybe it is very big, and let's add 30
or 32 Sigmas here. Hit Aeschylus. Like this. I can do this. Or
maybe why we do that. We can do something else
is move these images out. And let's see, grab the
shock absorber this. And let's apply the
mural or Control a. And now let's top it is more, I just need to select
all of these edges. And maybe we can
hit right-click and choose circle to make this like a circle and the
skillet just a little bit. Alright, let's this
lecture excites. Let's hit E to extrude this
up. Something like this Alright, it shouldn't be a big Z and it's one of this right here. And we need to scale it to make this big alter G2 phase Alt. Click on these faces, hit Alt S and make it a little
bit vague like this. Let's go to the edges. Edges here. Hits like to isolate this. And let's hit F to
fill this area. And the symptom, what
can, we can bubble it? It can throw, be enlist
are the three years maybe here or you can add
pi three is okay. And what about this area? Let's, I can throw our
and add H right here. And let's see what
we can do here. Listed crop these edges here, give them bevel weight to one. Can throw arm inside a here. And maybe the sake we can just make it a little
bit too close like that. Alright, it's maybe
another eight here, just to fix the heading
problem that we got here. Okay, That's cool. Let's tab out and less you
what we got so far. We have here shading problem, as you can see here. We can use a trick
to, to fix this. For example, less
tabulated It's mode and let's select
Go to face club. All of these pieces
have detailed coop right-click
to live with and assemblies and then
it'd be separated. So now we have
this new cylinder. Okay? I will move this new cylinder down just a little
bit like this. To cover this area. And listen like
this tablet is mod. I just need to pick these
vertices that I got here. All of these vertices, select them and go to the object data properties and added new group and assign it. I guess I signed
these vertices here. All right, that's
great. Now what we can do it, Let's ignite. And let's go to the modifier. And let's shrink wrap
modifier right here. And I need to pick the cylinder, but before I do that, I need to go to the cylinder and make it more even smooth. Let's add four subdivision.
Simply like this. In novelists go to
the same object and pick the seventh
are too three, club the object on the cylinder. And really just need to choose the vertex group that
we just assigned. And that can help us just a little bit
to fix the problem. Alright, now let's select
the cylinder heads. Just move it and put it
in the shrink folder. Okay, that's cool. Overthrown like this and what's
inside the shrink folder. That's better. I
think the heading. If you want better,
better results, you can select these
vertices as well and include them inside
the ShrinkWrap listed, grab those, and go to assign
a list, assign those. And if we do that, we will
get some problem right here. But to fix this, I think we can apply
the bevel tab out, hit Control a to apply it. And now we could see vertices in your vertices
here we can assign. Let's go to the
right for example, and let's select these vertices. I think those will be
enough and go to assign, assign them top outs. And let's see now what we got. Alright. Okay, let's go
back to the fonts. Maybe we can then
crop those as well. Hits like excite and
hit Assign here. This top story through
the edit mode to call this hit Assign tab outs. And now it's become even
better. That's very cool. That's okay. You can do
something if you like. I can. For example, you can select
this edge right here. All right, lists the
latest eight here. We can, yeah, let's select this one or we can hit Control
Alt and H new eight here. And let's hit Alt S to
push this edge inside. But before we do that, let's remove it from the, the group and hit this, this and move it inside. And maybe the same
either speed it, we can develop insight
is something like this. Maybe that buyouts and yeah, that's cool. From the tub. We don't have to do anything. Maybe we just need to add
one edge here to help the subdivision to work better. And maybe we can, in the right, we can color these vertices
and move those up. Sorry, G to the Z. Let's move to this bright here. And some were tweaking here. Alright, maybe we can select these faces and move them
just little bits inside here, G and move this right? Like this. And maybe
those as well. We can move them,
yes, all the bits. Alright. It's like to isolate this
and maybe we can move this forward and even
scale it like this. Alright? It's like to
excite any other Sparrow. Alright, we spend too much
time here, by the way. But we got something
nice here and beautiful everything and now
it's makes sense and nice. We just need to copy
it on the other side. So hit Shift S and put the 3D cursor at the
center of the world here. Select all of these
details that we just created. Those here. The stuff and this not here. And the disk we'll PB tires
as well, the wheel cap. And I would just
kinda move them it just to make sure that
I select everything. And we need to select
the cylinder as well. Alright, and then had shifted D take a gobi of all
of these pieces, and then Control M to
activate the mirror. And when you hit it, when you hit Control M hit X to mirror this on the x-axis. But that's not going to
work because you will need to change the transform
pivot point to 3D cursor, because we need to
depend on the 3D cursor. Alright, can throw them
and X and then enter. Now we have a new copy here. All it literally this old tire. And now we have something here. Alright, for this, I can now apply the ShrinkWrap
modefier, by the way. But if I apply that, I will
bring the problem bag. If I need to see correct result, I can apply the
subdivision Ferriss and then the ShrinkWrap. But for novelists, keep them. Let's hide the shrink folder. Alright, now we got
nice result here. A very beautiful and cool. Now we have something
here underneath the car that we can see it. And that's very
nice. Alright, so that's it for this
video and see you next.
43. 043 Modeling section Make some editing to the suspension: Hi everyone, and
we'll come back here. Before we move on, I just need to make
some fixes here. I noticed that what
we've done here is not so quite correct because if we use this point as a big footprint
to rotate the wheel, that's what caused some
problem if I grabbed the start and to bring
the 3D cursor here. In this weakness to 3D cursor, if I select, for example, the tire and the wheel
and all this stuff, Let's try to rotate them.
Select this one as well. For example, out of the sea and less you is
going to happen. If I do this, I will have some overlapping here
between the tire and the bumper and
that's not gonna work. So I need to change
the befores points. I need to make some
tweaking here. And I guess think I can move the disk insight
key to the X and B, maybe move it right here and
move those instead as well. Grab the left and
this, all the details, hit G and move those to
the X close to the disk. The zoom in here,
I just need to see any to avoid no
overlapping here. And move this just a
little bit like this. Okay? Okay, something like that. And make some tweaking
for these parts, like Select Inverse
and in the front, maybe we can go to wireframe and select all
the vertices. Turn off. Turn off automatic to
avoid any problem. And let's move though was just a little bit to the
X key X and this move, those right here.
Something like this. Maybe even more
just a little bit. Alright, now I think that's
a little bit better. Now let's use this as a pivot points with to bring the
3D cross right here. And let's select those
tire and the wheel. And let's rotate it and let's
see what we will get here. Are too dizzy. Okay, Now it's better we got
some overlapping right here. Actually. I will hit Control Z. And maybe we can move this
inside just a little bit more. Okay, so let's say levers
and the disk, either the X. And when you move
them, try to avoid any overlapping could
happen right here. Okay. I will move those
again key to the X. And let's see the week
at any overlap ignore we didn't I think we got
we have home here. We can move to kiss a
little bit more here maybe. And we still have
no overlapping. That's cool. Okay. Okay. This point is okay. For me. We reached the
middle of the tire, I think right here,
That's a great. Okay, now let's select
this top graph, the vertices, and keep to the
X and move those as well. Okay, So the shaft here, we just need to extend that just a little
bit in the Wireframe, grab those and move
those insights already. That's cool. Okay, Now maybe we got better
result if I select those. Or let's select this nut and the 3D cross right here and
select the details. And let's rotate
this to the z-axis. Alright, Now it's
better, it makes sense. So I will accept this result because I moved those inside. Maybe now I have more space to make this
a little bit bigger. So let's change this
tool bounding box and the skill this, I need to be visible to the camera in case I
will add anything here. And let's move this to
the X gets a little bit. Maybe right here. Maybe just scale it down just a
little bit, not too much. And now we can scale
the hip as well. It is kept like that
and there we go. Okay, now for me, it's
better to make the spec. Alright, so now we've
fixed the problem. Alright, now we need to copy this stuff on the
other side as well. So maybe we need to delete the disk and these details
and recopy them again. Okay, So this case, let's put the 3D
cursor in the middle, Shift S and closer
to the center. And select the half and this and what
else? This one here. And this and the
disk because well, I think we lost the disk here or we deleted or
what's happening here? Okay, let's say like this. This tablet is mods. Alright, maybe we can grab these vertices and move them just a little bit in the front. And let's hit slash to
exert to go to France. And the smoothness just a
little bit to the x-axis. Paul writes something
like this maybe. Alright, now we got the disk. Select the desk AND stuff. And this arm here. That's cool. Now I will hit Shift D
to take a copy of them, right-click to leave them
in assemblies three, this to 3D cursor, because we need to
use the 3D cursor, can throw em to
activate mirror and choose the axis at
X and then enter. Now we got another copy
on the other side. And that's what we wanted. Alright, maybe this
one, I can delete it and select this Chevy. And then Control M
and then X Enter. That's better. That's better. That's cool. Now let's put
the 3D cross right here. Let's select the wheel and
the tire and the stuff. Let's see what's gonna
happen or to the Z. All right, That's better. That's makes sense.
Cool. After that, we need to COBie these
details on the other side. So let's select
those cylinder shaft and maybe we can
select the details. The shock absorber,
we don't need it. So I will cancel it. And I will to keep just
to make sure that I selected everything that I
want. And yeah, that's right. Alright, now let's
go to that, right? It shifts the, take a copy
of all of these pieces and move those to the Y, and let's put them in
the correct place. Alright, something like this. Maybe. Somebody like
that. I politics. Delete the old tire. Now we got this. I feel like
I can leave it like that. These details and I
can delete them in the same time. I
have that option. Let's move this inside
this other bits, the key to the Y
and sweetest two bounding box, GYN the smoother. Since I just other
words, I don't know. Maybe we can copy it. Hit the edit mode, hit a select all the faces, have the in the edit mode to invent Control M
and murals like that and key and move it back and hits a select
everything and heft. And in case we got
problem in the normal because
sometime when we use mirror and flip stuff,
the normal flipped. So we need to rectify that. I spent a week at
cool result here. For the tire, we just need
to COVID on the other side, select these details of the tire and he'd
key to move them. Just make sure to select
it the right object. And then bring the 3D
cursor in the middle. Hit Shift S and cross
out to the world origin. Okay, now I can hit Shift
D, take kobe, Okay? And then can throw
em, and then X. Sorry, I just forget to
three this to 3D cursor. Alright, can throw an
MX Enter. There we go. Done. All tire.
We don't need it. Go ahead and delete this. There we go. No, the scene is become a little bit
heavy because the tires, we got high resolution tire, we got a lot of polygon zero. But we can add a decimate
modifier and make the polygon counts less.
We have that option. We can do this, but for now we got something nice
with a tires added. And then we'll look
up. Very cool. I saw listen this video and
see you in the next one.
44. 044 Modeling section make some tweaking: Hello everyone, and
we'll come back here. Okay, we don't have
too much things to do. We just have a little bit
of tweaking we need to make underneath the truck. Okay. So for example, this area right here, I need to make some
tweaking here. And maybe I can make some
tweaking here as well. And let's see. We can do, let's select this
hits like to isolate it. And I will take the
image out of the, the screen and let's go
to screen cast activated. I always forget this. Let's move this right here.
Alright, that's cool. Let's tap it. It, it's more to illustrate
what we can do here. Well, I think I can extrude
those up just a little bit. Ether the Z hold Control
and stab it right here. And I think we need to change
the control to vertex snap. And she was closest
GZ, hold Control. Alright, something wrong here. A lateral rotation, turn off, allow rotation because
as you can see, I got this results and
that's not correct. So turn this off and
sweetest two bounding box, GZ and will this year. Okay? The vertex is not welded
because auto marriage is, is off, get hold, can throw snub here and
it should be world. Sorry, I didn't
activate the key. And now it's okay. Now if I hit G and move it, it will be moved currently. We don't need to add
enable variety here. So open this, go to 8M, a zero here and
the bevel weight, and that sets, okay. Now let's tap out and let's
see what we got so far. Alright, that's cool. Alright, so we don't have
any tweaking here, I think. But what about the side, but we can do with it. Let's select this again and
he just likes to isolate it. Okay, the question
is, can we merge those together?
Can we merge them? And what people will
get if we do that. Okay? Alright, I think I'm
not going to do that. I'm not going to America's them. I can just leave them
like this and that's it. And maybe just adding an edge. For example, sorting this
app and adding H and lipids. And that's will
be enough for me. E to the Z and extrude this control are maybe
adding H right here. And well, this vertex with this key hold
Control and snap it. For this new edges, maybe we can give
them bevel one enter. And that's cool. Very cool. Now we got this
results. Very nice. It's like to excite
the same CNR for this. Hits like to isolate the
tablet at this point, maybe we can club those and
hit E and extrude this x0, x0 hold Control
establish right here. This vertex key hold can throw establish here
and there we go. Select those as well and give them bevel
one and thorough. And that's it. This one as well. One enter. Cool, tab out sit slash
unless it's alright, I like this line to be here. Alright, cool. Maybe we can add an H
right here. I don't know. Let's see what you all
got a tweet with that 18 here and hit G to the Z
and move it a little bit. Okay, cool. Alright, so there's
no need to spend time here Adding some details, okay? Because I can't matter, will not reach this area. Okay. Now what's next? What we need to do here? Okay. I didn't forget
this, but I will leave it. I will leave it to the end. Okay. One more thing, we
just forget to add it underneath the windshield. We have a light should be
right here in this area. And let's see how
can we create it. First is check the images. I think I have images can
show me what exactly there. I don't know. But maybe this one. Alright, this image right here. Yeah, this image right here
is nice image because it uses and I will select the windshield
and hit H to hide it. And actually create
this right here. This area. Okay, let's see how
can we do this? Let's select one face,
maybe this face. And it's heavily
to the Z Antioco be like this hit P,
S was the brightest. Alright, now let's select
this top hit a to the Z zero Enter to make this
flat and maybe we can scale it just a little
bit to the why. And tab outs can throw light up light because
humans want to make to apply everything here. Okay? Alright, we are, if they think any vertex we
have here is my vertex, hit a and zero out any Bevel, select those, align them
to the zero, Enter. What else hit a and
then E to extrude this, something like this. And maybe we can move these faces just a
little bit forward. Tap out, hit G to the Z
and move this inside. And let's make some
penetration here. Something like this. But I think now we
can go to vertices, got up this side hold to
have to go up this as well and hit S. And the skill there's just a little bit to make
it a little bit smaller. Alright, something
like this will work. And let's use this as a cutoff. Select the salty ethical up
this hit Control Shift V to open the Bowl Tool
ensures difference. And now we have whole here. We can, can throw this
even more of we live. We can hit ketose
and take this down. But I think that's
not going to work. Should be like this. Okay, now, I think I will move this up right
here, Timperley. And let's apply the modifier as opposed to turn off Bevel, turn off mural for now and accepts all the
kings can throw. I apply visual geometry to make, and now we applied everything. Now I will add mural and I will be Bevel from
the windshield here. Just selected hold Shift, grab the glass here, the roof, and go to this arrow and kobe to select
it to COVID the bevel. And now everything is cool. I can now take this, the Qatar hit Q to
the Z and move it inside and select it and then
select this frame control, shift P, open the bull,
choose different. Now we got the cuts here. It is called. Now I can apply this or less, put it above the level here. Turn off bevel for now. And maybe the C1q can
have been if I turn off. Alright? Okay, in this case, I think we can say, well it comes to
controls you just to cancel the operation
that I just did. Because we have some problem
with the mirror modifier. I will apply the
mirror modifier. It can throw a turnoff
pivotal purist. And let's make the cuts a glove this hold hit Control
Shift P, Q is difference. And now apply this as well, Control a and activate
the top and give those weights to one. And this test as
well, It's like to isolate this truck
with this better. And so we don't need that Qatar deleted top to the ethmoid. Select the edges, those here and give them
bevel way to one. And those here as well give
them pivotal way to one. And that we should
have smoother results. And let's see what
else we can do here. Maybe we can select these two faces and hit Keith
whites and take those back. So that makes sense, or that's not going
to work like this. Move them right here. And then this vertex, this vertex go to the rights. Manually hit Q to this heat
and move this up here. Okay? Okay, something like this, I guess forget this one in
the middle of the key to the Z hold can throw
stamped with this. Okay, That's better. Now we just need
to add the lights and everything works correctly. Alright, until now
we did a great, but we just need to make a
little bit of adjustment here. And this area, when I
created this tip right here, I didn't put it in
the correct place. Later when I watch the images,
very reference images, I noticed that this tip
that I created here, it should be aligned
with this panel here. And that's me. We need to move it
manually input isn't that correct place and it is not something a huge, we can fix it. Alright. Well we can go to the
editing with and move those. If you want to move this in diagonal way towards the
direction of the face, we can use the cursor method. Select the tool, the course
we're tools this and go to the tool section enqueues
orientation to the geometry. And then just click here. And now the 3D course are
aligned with the geometry. As you can see here. Let's go to the top. Alright,
something like this maybe. Alright, after that,
a switch there, transformation,
orientation to 3D cursor. Now, this the Gizmo should be aligned with the
direction of the 3D cursor. Let's see what will happen
if we move. It's alright. We got, okay, good results
about the direction, but it goes off
just a little bit, but that's not a big problem
actually, I can't accept it. And let's move is
just a little bit. Alright, so that we
select everything. Sorry, Control Z. And let's go here
and go to the right. And move this. Okay, should be
maybe right here. Something like this. And this egg should
cause like that. So let's select
these two vertices and move those like this. And those here as well. All right, maybe we can move those just a little
bit like that. Let's see what he
got so far here. Alright, let's I
think we can yeah, I think we need to move
those just a little bit more like that and
take this bag. Yeah, it should be like this. From the top we can put in the right place by
moving those like that. And maybe those here as well. Alright, and noticed,
check what we got so far. Now is better in
those makes sense. Alright, now we have bevel, we have everything
cool and correct
45. 045 Modeling section simple interior creating the seats: Hello everyone and
welcome back here. Let's focus now on the interior, but I don't want to make the
interior something complex. I just need to add cushions
and maybe the dashboard, just need to have a
silhouette in case I want to make the windows a
little bit transparent. So I'm not going to focus
on the interior too much. First thing, let's
hide some part here. Let's select the
windows, all of them. And I will hide them. Just sorry, I'm not
going to hide them. I will put them in a new collection and
then I would like them. You just need to select them first and then hit me
from the keyboard. And let's activate
screencast first. Let's move this right
here and that's it. Alright, hit them to open
new collection and hit New, and then give it a name. Let's call this maybe windows, and then hit Enter twice. And now we have a collection called window that we
can hide it if we like. Okay, now we have nice view and now we can control what we
need to create here. First thing, let's try to create the flower of the
car from inside. And let's bring
some images here. I just need to try to understand what we should create there. Alright, this nice image. Here we have bunch of images. We can use them. Okay? Which one we can
start with? Alright. Alright, I will make assembled
firstly select this panel. Okay, the, the cover that we created and less
taps it is moot. Maybe we can select the face
from it and start with it. Because I have
mural in the high, have everything already,
have the to the Z. And let's take a Coby
maybe right here. And less tarts with
this touch it is. Sorry, just hit P it as two separate spheres
and then tap. And let's start
controlling these vertices and put them in
the correct place. You don't need to be so
much precise about this. Alright, let's club those here. It's key and move those
right here. For example. Something like this. And maybe we can hit, can throw off to add one H here. And they grab those, hit E to extrude those just a little bit. Alright? And maybe controller right here and
move this forward. Or at least see what
else we can do here. Okay, I've tried that I
can select this vertex with this vertex and
extrude this to the Z. Less extra this right here. And maybe we can move it like
it, I guess a little bit. We will get some
overlapping right here. Let's try to fix it. Hit Control R to add a edge
right here in this era maybe, and go to Wireframe, grab the necessary vertices. And maybe we can move them like this and try to avoid any
overlapping if F happened. Let's take those out. And yeah, that's
something okay. Okay. This is Create the question is, is create one of them
and duplicate it. And here we have nice image. I can see the details, but I'm not going to focus on the details too much.
Let's go to front. May be endless. Put the 3D cursor at the
central TBA out, hit Shift a, and let's add the cube, hit S to scale this cube,
make it small. Maybe I can take it out first. Maybe right here for now and
start to work with this. And then later I can put it
in the correct position. So let's put this
right here for now. And I can hit Select to
isolate it if I want. And let's see how can we create this scalar just a
little bit like this. You can throw all I
play the scale endless. Take this to the editor
mode and let's start make some extrusion
here, some editing. Alright, let's try to
understand it even more. Okay? Well, first let's make
it a little bit thinner. The scrub this side and
move it just a little bit and select this face hit E to extrude it just a
little bit like this, can throw off to add one H here. And I will grab this edge and it gets
dizzy and take this up Something like that. And maybe I can select
this face and scale it just a little bit. And maybe this vertex, this vertex, I can
scale them as well. This one and this one here. And take those back
in the same time. Keith, this year and take those down just a little
bit, not too much. Now we got something
like this. Alright. Let's kill those just
a little bit more. Even more maybe. And hit U twice and
take those up. Alright. And maybe those, we can
take those down and back. And maybe I can grab
the whole designer from the top and skill it inside. And in the front, we can select those as well
as killed those outside to get the
hip like this. That's cool. I like this. Make some kinks here. Let's select this
face, for example, in extruded and the
skill up like this. And maybe through the
DOM, something like that. And let's check the images. In the right. Maybe we can move this forward just a little bit like this. Okay, Let's go back here. And let's see what
else we can do. This, kill those, skill those
back just a little bit, because that's too much
actually, something like this, okay, will work from the right. I think we need to make some rotation until the just
a little bit like this. Okay, let's hit Control
R to add one here. And maybe we can add
one here or two maybe, and less in the wireframe. Let's kill those out. Okay, something like this. And maybe we can select this side and the side and move it just a
little bit less add. We need to add first, we need to add a here and the middle ambivalent
can throw be, canceled, be and biblical, spiritual that
just a little bit. And we can scale these
vertices like this. Okay? And now we can move those
forward just a little bit. Maybe those two. And this face, we can
scale up inside like this. And what else? Okay, let's select those here. Four vertices and
let's take those back. And let's see what
else we can do. Maybe we can create the seats. This part, and let's try to make a symbol not complicated. Maybe we can start
with those here. 50 to this yet let's take Coby here appears to separate those, corroborate them, hit a0b0
to throw those inside maybe. And we can select this
face and move them forward and select
the whole faces and Hickey and move those here. Something like this
we can start with. Okay, let's make
some tweaking here. For example, throb
this edge with this edge and this curl
those away like that. Maybe crop those,
take those back. Something like this. Just a little bit
of tweaking here. It can throw an
auto list it here. Maybe we can align it to the white as to the Y zero Enter. And maybe we can now
select this with this, hit the Z and move this
up just a little bit. Alright, and what
else we can do here? We can throw off, maybe
we can add H right here. And I'm thinking of taking these edges are up or I can
take the question down. So let's select these vertices. Hit key twice and hold
Alt and move those down. Somebody like this. And what else? Listen like the pace, maybe we can throw
some pieces here. Let's see how can we do that. In case we need to
create a platform for the question 50 to the Z. And let's move this right here, Timperley PS to separate it. Alright, let's move this
up just a little bit. Tap it a hit E to
throw this down and Maybe we can scale it just
a little bit like this. And again and take this down. And I don't know, maybe
we can scale it as well. Something like this. I'll write a hipped N2 or calculate the normal in case we have problem
with the normal. And now let's, let's see what
can we do anything here? Alright, let's add
another layer. Layer here, the white layer. Okay, let's select
this face here are less add control our egg here. And let's select these
faces like this. Okay, let's add control. Let's hit Control R, and let's add H right here
first, it's very important. And then go back to face and select these faces that we want. And the skill is just a
little bit like this. And maybe those as well. For now, let's kill those here. And maybe we can take
these vertices down. He disease suddenly like this. And select those again. I'll rights, That's cool. Hip the, there
could be radically dividend assemblies and
then PS to separate it. Grab this top, hit a, and then hit E to extrude this just a little
bit like this. And now let's make
some tweaking, like taking some vertices
out and anything, some vertices like this. Alright, that's cool. And from this area we can
select these faces here. We can take those back. And I can select
the whole vertices here and maybe move them. Let's kill those. Yes,
a little bit like this. I think we can move
them down right here and take those up and hit Control R to
add one H right here. And in the right of view
we can go to wireframe and select these vertices and
move them like like this. Maybe. Alright, now let's see
what else we can do here. Maybe we can use subdivision surface and let's
see what's gonna happen. I will tap out and start with this one top
of the edit mode. And let's add subdivision
surface modefier. And let's add level two. For now, Alicia, we will get everything though
is smooth now is the time to add
some support loop. As you can see, this
area is very smooth, beat can support it. So let's add H, goes like this. Ferris hit Control R. And let's add the H right here. You can throw all the
eight here as well. And that's cool. You can throw a lot of
maybe we can add it here in this area here, or we can add another one. And we can move those
up just looking at just a little bit because of this error becomes
so much tight. Let's pick this up. And even those, maybe
we can move them up, something like this. We just need a
little bit of room. Let's take this up. Can throw our to add H right
here to support the side. And maybe this head
as well. Tub outs. And now we have something here, top and you can throw an
automobile H right here. And here are less nice. Maybe a care as well. We can hit E for even. And if to flip the alignments
on the other side, on this side, twice
on this side, but I hit F and then
I flip it on decide. In the same scenario
for here, by the way, you can use me or for like
here, just keep that in mind. Can throw a lot of maybe we
can add H right here as well. And can throw our add it
here to support the site. Can throw out, add
it right here. It E for even and if
to flip the direction. Alright, that's cool. Alright, let's
select these edges. Can throw will be
to build those. All right, and lowly
see what we got so far. All right, Now we've
got this topic. Maybe we need to add eight right here to support this side. Alright, now let's, let's see
what else we can do here. We finished with this site. Okay, let's make sure
that everything is okay. Maybe we can add egg here. And on this head as
well, 18 right here. Somebody like this. And let's talk about
right-click here, the small to make this sport In okay, except this result. For this one right here,
I will tap and select these vertices and I just need to take those down
just a little bit, make it like this. And let's add
subdivision surface. Tub. I would go to the modefier and add subdivision surface. And now let's have
the ellipse mode enlists support the edges. For example, the Assad would this can throw off
to support the site, can throw out, it's important
this H from here as well. The same thing here. Let's make this era tighter
by adding a club here. And for this as well at age group here and
one as well here. You can notice the change when
I add the egg and move it. And one egg here as well. Here. Let's add one here. Alright, another control, or
to add it here, maybe here. And let's check the results. Now. How about right-click
here, the smooth. And now we got something
nice here. That's cool. Let's go here and
let's start with this. Let's top it is more to this. First is give this
subdivision surface and top and less towards
with these edges, the subordinate, this one key and the support from here
as well. And this one here. And this egg here. Alright, from this side, the same scenario. Let's add edges here. Alright, can throw off, let's support this side.
This side as well. Somebody like that. Maybe we can add an egg here and one
right here as well. And hit Select to
isolate this one alone, I just need to see
what we can do with this one right here
and one here as well. I think all the AQI
is now supported. Right-click here the
smooth and that's it. I will accept this results. I have no problem with it. Now let's select
this and move it in the place and less heat what we will get picky inputs inside. And I think we need
to scale it just a little bit and move this back. Fairest? Right here, I think. Alright, something like this. Maybe. It can move this forward
just a little bit. And how big is this? I don't know. Actually. It should be. Alright, I think we
need to scale adjust a little bit according
to this immigrant here. Something like this, C, whereas the flower of a tree, the flower, that's okay. Alright, that's cool.
Maybe we need to move what's inside just a little bit because it's very
close to the door. Almost. It should be right here.
I'm also quite sure, but this place okay. In case you will
need to scale it, you can scale it to the exit, make it a little bit wider. But for me I will accept this. And other hip D from
the top view I think. And let's take another Coby and let's put this right here. Alright, so let's see
if that makes sense. Actually, no, that's
not makes sense because we have one cushion in the center we need
to create as well. Let's move this right here. And let's take another
Coby like that. And now we can select all
of them in Central them. Select all the parts. And this set as well. Alright, let's move
this just a little bit. Sorry, I didn't select this. And this one in this one. From the top, maybe
we can center them. Key and let's move them. Maybe right here. Alright, now we got
something, okay? But this one in the middle
should not be like this. I think it should be smaller. Or maybe change the design
of this. I don't know. It just needs a little
bit of tweaking. Alright, I think we need to
make it a little bit shorter. Let's select all the details
of this and let's tabulate. It is called enlisted
grab the head. Maybe we can take the
head down due to the Z, gets a little bit like this and accept this as a variation. But make sure that you need to activate auto marriage because sometime when you forget it, any closed vertices
will be married automatically and that's,
that's a problem. We don't need that. Now key
to the Z and let's move this down with automatic off endless. Yeah, let's accept this. It's okay for me. Now I can select
those, all of them. And maybe take another Coby bag. And we can say that's it. Okay, have D intake Coby back. Alright, let's put this
in the correct place. Okay. We have more room. We
have more room here. We can move those
back to the y-axis. Alright. We have some
penetration here. Let's been, we need to, I think we can delete the the the bag side that
we created a cushions. Solely select them one-by-one like this and just hit
Delete to delete them. We don't need them actually. Alright, now we got nice,
interesting looking, but we need to make another
tweaking because now the cushions reached
the frame over the windows so the roof. Let's go to the wireframe and select the
heads in the front. Maybe we can come up
them better like this. And the solid view
now we can take those down like this. And
the other acids. Alright, so this is
about the cushions. As I said, we're not here
to focus on these details, but I just need a
silhouettes and you can, by the way, make the
subdivision level less. Alright, that's better.
And by the way, it can turn off the level for the viewport and keep
it just for the render. For me, I will make all of these one that's better for me. And for this these pieces, I just ignored them because the camera will
not treat this area. That's been I'm not
going to see those. So yeah, this how to create the questions
in the easiest way. And now it's makes
sense and nice. And let's end this video and
see you in the next one.
46. 046 Modeling section creating the dashboard: Hello everyone and welcome back. Let's see how can we
create the dashboard? Alright, let's check
the images for us. According to this
image right here, the silicon is furious. I can see that the dashboard
is goes inside too much. This is the edge of the
dashboard, the end of this, and this is the screen
of the Tesla car, and here we have the steering. So we need to do the
same scenario here. We need to move the dashboard. Okay, So let's see
how can we do that. Let's try to end rear side
this just a little bit. Alright, let's go here and
maybe we can start with this. Let's tablet mode and
select some edges. Maybe those edges here I can
select them and hit Shift D. Take a copy right-click
to live and the same place and then
hit P is to separate them. Select this and he uses he and move this down
just a little bit, not too much and
forward to the white. I mean, maybe right here. Let's start with this one. I will hit Tab to go
to the Earth more than hit eight selected
the whole edges. And let's make this smaller because now
it's become too big. Something like this. And let's move it right
here temporarily, maybe. Let's zoom in here. Select all the edges, hit E
to extrude those like that. And as you notice here, we have some variation in
the color that's been, we have some phases
of flipped and we need to we need
to correct that. It's a select all the pieces, shift and to
recalculate the normal, go to a crop these
edges Alt click, and then S to the Y is zero. Enter to make this
flat like this. From the top maybe we can, it is just a little
bit maybe right here. And we can start with this. And the same time we
can take this down, maybe just a little
bit like this. Maybe from the right
weekend or send that's even more. Okay. Something like that. And maybe we can scale this
to the Z as to this easier, I'm start to make this flat unless you are to
be gone so far. Alright, you to this year. Let's move this up, maybe here. And now we got this,
now we can extrude it less extra insight from the top. Let's see what should
we move it. All rights. Before the step
that we have here. Before this area, we should end the extrusion of the dashboard. For me, something like this. I don't have reference image. We, we need to use our
imagination to making that. Suddenly like this will rock. Maybe. We need to check the
interior images so we can understand how exactly
we can create this. As you can see, we have
nice image, we can see it. Alright. All right, let's see
what else we can rear. This is another image can help us to understand
what we should do. So according to this me, that's been we need to
extrude this dashboard. And we could move it
right here, maybe. Here we have another step. Okay, let's see how
can we create this. And I just confused
a little bit. I just need to make sure that I put this edge in
the correct place. According to this
image right here. I think this is this tip
and this is the line end. The first part of the
dashboard you should add here. And I think we got
the same result here, but I think we need
to move the step, the step, I mean,
this right here. I need to move with just
a little bit forward. It should be right
here, like this. And this area.
Alright, about this, I will fix it later. For now, let's focus
on the dashboard. Okay, So this range is
okay, I will accept it. Let's check the heights. Alright, I think. Alright, so maybe we can
take this a little bit up. Let's try to find another image there or something I need to
understand here. Alright, yeah, I think
this image is okay. As you can see here,
the dashboard from the from the end
of the windshield, it goes inside and then
goes up like this. Okay. So something like that. This is the windshield, is the dashboard because
insight and vein goes up Something like this. And here we should
have the steering. Okay, so let's try to make something similar to
what we have here. That's been, we
need to grab all of these edges and take those back, listening the
vertices, all of them. And I will move those
back, something like this. And I will move those up like that and then
extrude them forward. It eat and extrude
those right here. Okay, Now the result
is almost okay. Now we got something similar. Maybe we can, I don't know. We can take those even
more down key too busy. And let's select those, all of them and
hit E to the zero. And this extrude those
inside just a little bit. The same extrusion that we have here. Something like that. Maybe we can move those
up just a little bit. And then E and X through
those back like this. And maybe it's through those
inside, something like this. Then extrude those forward. Maybe right here. Alright. The wife dashboard should
goes away from this frame. About, I don't know,
50th centimeter or maybe 20 centimeter
distance like this. So we need to eyeball it. Let's move this just a
little bit like that. And that's maybe okay. Then hit E to the Z and extrude this down,
maybe right here. Okay, now let's select
these vertices, all of them, and we just
need to move them back. Because here in this area that this line is not goes down, sit right like this. We have diagonal line. Okay, so let's hit here, take those back just a
little bit like this. As you can see here. Let's see, do we have
another, as you can see here, we have diagonal line here. After that, select these edges. Because alt click like
this and select them. And now we can isolate this, hit E and take those
back, maybe right here. And then down the key to the Z and move them
down like that. Lists exactly. Let's see what we got so far. As everything makes
sense, everything mixes. I just imagine that
someone sitting here, if a person sitting
here would be like that is the head and
neck and shoulders, and the hands like that. Okay. And the legs
should goes like this. Okay. Everything is okay. We have more space here. Okay? So what we done here is
something very cool. And make some
tweaking right here. Okay, Let's maybe select
these edges and F2, create a copier and this area, I think that's
better. I don't know. Maybe we can select these edges. Alt click and hit E for the Z and extrude
those and snap them. They're here, this area. And what else we can do here? Let's see. Let's scrub
these edges here, hit F to create a face. And maybe we can
now select all of these acres through those just a little bit,
maybe right here. Those here, the same scenario. I prefer that we select this face like that and
hits and go to face, enqueues, solidify face and give them gets a little
bit of thickness. You can control it from here. Like this maybe.
Yes, a little bit. Now, when you delete,
delete these faces, you don't need them
XF because it's wrong to leave them like
that. This one as well, XF. And let's make some
connection between these edges or vertices. This one with this one. Hit M and choose center. And from the right you can
move it in the correct place. Heatwaves slightly like this
key twice, let it down. And now we get correct results. What about this edge right here? I can hit hit wise and
take this down hold Alt, and then Kent's role
as tablets right here. Okay, that's cool. Now I
can club the same age, but I just fixed it
and hit G, sorry, E to extrude it in standard one here and
another snap here. And what else? Maybe another snap. Maybe I can select this, select this and hit F to
create a face right here. Alright, we just need to
make some holding here. Grab these two
vertices, key to the Z. All cancels. Now
this right here, and this should be welded. And this egg has a little
bit of level weight. We don't need to be able
weight is You're right here for this edge as well. Zero level weight
in this vertex. Key twice, a key to the Z hold Control
S times right here. Okay, That's great. What else we need to do here? Okay, we just need to copy these edges hefty and right-click to put it in the siblings and
peers to separate it. To select the scene you should he and move
this inside just a little bit to the X and
tap it a and hit F2, create a big face here. Alright, that's it. Now let's see, what
should we add a bevel. Let's give those
people weight to one. And these acres here as well, we will double weight
to one. Those as well. Alt click, we will wait to one. And maybe those here, but we'll wait to one and what? Maybe those here as well. Alright, now we got everything
but I think this ache, maybe we can give it a bubble. And maybe this corner here. Alright, the will wait one. Alright. I added the VL way to
one just to give these, make these curvy by using bevel modifier in
case you forget that. And I think that's, it's less hits like to exactly. Let's see what we got so far. Okay, everything looks fine. We just need to add
extra stuff here to fill this area in case I
need to focus on that. Or I saw this, is it
for the dashboard? We got some details
we need to add, like the steering gear and this screen we
need to add as well. And we will do all of
that in the next videos. Okay, so see you next.
47. 047 Modeling section Creating the steering: Hello everyone.
Welcome back here. This is create the
steering literacy. How can we do this? Alright. I think I can start
with dashboard, maybe taking one face and detach it and start to make
change to this face. That would end. Maybe we can see which
one we can pick. Maybe the space. Hit the
three to go to face mode, select this face and
maybe you can hit Shift E, D there, Coby. And we can move with maybe right here at the P as two separate this out from the group
and you can select it. And you can bring the
origin dots in the middle. That's okay because we don't need to mirror it
on the other side. After that hit us to the Y, 0.3 gets to scale it and make it aligned with the Y axis
and make the flat. And now let's start
making some kings. I think I can isolate
it first and hit S to the Z and make
it square like this. And they tried to find
another images so we could understand the design
of the steering. I don't have too much
information because the handles covers most of the of the details
that I have here. All right, maybe we can
stick with this today, this motif to a and delete any, delete any bevel weight, as you can see here, we have bevel weight. The line is blue. So let's go to item here
and take those to zero. And that's it.
Because it's alright, hit E to extrude. And this gives us just a
little bit offline like this. And maybe we can hit
Control R to add one H right here and control. So we can throw B2B wallet, add two edges,
something like this. Maybe we'll walk and we can select this
face and this face. Maybe we can scale
them like that. Alright? I think we need to, for example, we can make
it a little bit smaller. Select these vertices and just take this down
just a little bit. And then we got this results. Okay? What else we need to,
as you can see here, we have a line that's mean, this is the neck and the head of the steering
when you rotate, this rotation will
happen from here, according to the line
that we have here. It's separated. This part
is separated from this. We should have a
shaft inside them. So what we can do now we
can select these faces. And actually, I'm not so
quite sure of the design, like what I did here. But I don't have a clear image held me to understand
what we have here. So I will accept this results
in listed here with D, take a Coby right-click, leave it in the same place and
P as two, separate it out. Select this in your face. Tab it a0b0 a to select all the VCs
and then ether extruded. Extruded just a little bit. Something like this. Alright, That's
cool. Okay, Let's start creating the
steering first. This here that we got here, it's the similar to the cooking. The cooking hit. Okay, let's
see how can we do this? Maybe we can take a kobe right here and we can
delete these edges. This one in this one can
throw X and dissolve them in, maybe take this up just a little bit and extrude it like this. And he'd use the Z and move this up. Okay, something like that. And maybe we can scale, it
gets a little bit like this. What else? Maybe we can hit
Control R to add one H here and move this back just
a little bit like this. And now let's see if
we can make some, can we create a face here? We just need to scale
those, maybe like that. And cut off this H hit F to create a face here and
face here as well. All rights are as we
don't have a twist. Maybe we can scale with
just a little bit to the excess to the X
and the skill this. And now as you can
see, we have a line. We don't have a
twist in the face. That's cool. Let's see
what else we can do here. I will hit Control R to add some edges here,
maybe four acres. And let's talk with this one. I will let you to this
and just take this up. And maybe this vertex with
its vertex gets dizzy. And let's move this right here. I just need a small care because I think we
have a care about here And what else? For this edge right here, I will be the lead can
throw be what I will. As you can see, I got some
problem with the bubbling. That's weird. Maybe we need to make some vertices or maybe
we have problem with, with the face orientation. I mean, if I go to
the face orientation, alright, everything looks cool. We don't have any problem. Well, in this case, I will hit Control a and apply the scale in case we have
problem with the scale. Let's check face
orientation again. Alright, cool. Let's tab again, elastic or up these
edges can throw me. Okay, now the bubble
work correctly. Now we can add, for
example, three. It gives right
here on this area. That's cool. Very cool. Alright. I think I can take these
vertices just a little bit up like this. I think that's better.
Okay, Now let's go to the edges and let's
select the outer edges. Alt click. And maybe we can hit F to
create a big face right here. And then use this
face here, heavy D, take a copy of it and hit P as two
separate this new phase. Now what is selected and tap? Alright, hits a, selects all the details of
all the vertices. I mean, hit E to explore
this a little bit. Maybe like this,
we can extrude it. Alright, What else
we can do here? Maybe, but now we can club these vertices and
take those up. Okay? Something like this. Alright. Okay, let's
align some vertices. For example, this aligned
this vertex me right here. And this vertex maybe I
can align it right here. And that's why let's
put this maybe here. And this one as well, key and hold Control
and stops right here. Those from the top. You can align them like this and then move those down key to the Z and
move this right here. What about those here? Let's see, grab them all. Hit key to the Y hold
can throw standards here in the Z and stop
this right here. Maybe this one I
can put it here. And this line there. And the same scenario for
this one and this one. And take those to the
Z and stop those here. We got something like that. Alright. Okay, everything looks fine. But one of the
problem we have here, the face that we have here, it's twisted just a little bit. To avoid that, we can, let's move this right
here, this vertex, and bring this one there. That's better. A little bit. Maybe we can move this up. That's good. Help us just a
little bit to avoid any twisting in the face or we can actually
mitigate here. I mean, you can grab this one, hold Control and stop this right here to avoid any twisting. Okay, That's better. Let's go to this image. It's tried to see what else we can create
here in this area. Alright, maybe we
can, I don't know, maybe we can add one
H right here and use this edge to build these winks. Select this edge and then
hit E to extrude like this. Then G to move it like that. Thank you to the Z2.
Take this up and we need to make the same
scenario on the other side. First, let's try to move this vertex U twice and
less smooth like that. Something like this. Let's detach this face. Ps2 separated,
select this alone, it's a, and then we
can extrude this bag. It's E, but don't extrude
it to its direction. Like that to the why? Because something
like this, maybe we can maybe take this vertex, take it down you twice. This one as well.
And this vertex, this vertex, we can move
them just a little bit like this and make a
thick from the site. Or it's from now on, I will use Mirror. Mirror. Using a mirror will
make the design easier to me. Okay, so I've started, That's, let's see what
else we can do here. Maybe we can select one vertex. And maybe from the top
we can create that handles this one by
using this vertex. So let's hit Have the to take a
Coby maybe right here and extrude it like this. Randomly. Don't
worry about that. The SEC love this
with this hit F. And when you combine
it to crop them, It's right-click
and use Loop tool. You can activate it
from the others I can into a circle to
make this like a circle. Alright, so from this one, maybe from the front, I can take this input in the
correct position like this. Maybe a rotated, a little
bit like that because here we just have a
little bit of rotation. And maybe we can scale it
to and start extruding this like that maybe. And when you just
scale it a little bit, when you sorry, can throw sets. When you throw at it,
you can rotate it. Give us a little
bit of rotation. Alright, from the bag of you, I think that's what will
be better to do that. Okay, maybe we can
go to wireframe. Any club those hit
G for example, and move this right here. We can rotate it gets a
little bit and scale it down. Maybe those as well. We can put this edge right here, right, Let's select those here. Alright, I think we need to
make it a little bit bigger, grab everything
and make it big G. And let's put it in
the correct position. Let's rotate it just a
little bit like this. And maybe now we can move
those pages like that. Alright, that's
cool. That's great. Alright, so the
length of the handle should cover as this, this geometry in the center. So it's very big as
compared to this. So that's mean. We need to scale up even more and make it a
little bit taller. Alright, so this can throw
L to select the handle. And maybe we can
scale it even more, make it big like this. And let's hit G and
let's take this down. Maybe right here. Alright,
so this looks okay for now. We need to make some tweaking. Let's move this forward
just a little bit. Alright, that's cool. Now let's select maybe
this face and this face. And let's try to make some
connection between these. It looks through this
just a little bit. And let's see what
else we can do. I think we need to
rotate the handle just a little bit
from the right. If you hit Control L to link, select and rotate like this. Alright, That's make
sense a little bit. Or if not, I will select this vertex and maybe
we can align them. First. Let's hit P as two,
separate it out. I've listed those, is vertex, snap this here and
this one may be here. So note here. Here maybe. And what else will select this one ended key
and snobbish to this corner, and this one maybe
to this corner. And for these edges, we can hit Control X to dissolve them and
rebuild them again, can throw off add this edge
and connect them like this. This with this hits J. That's easy. Club those hits F2 create a
face and then I to insert. And maybe we can hit Alt S to push those just a
little bit up like this. Alright, that's almost okay. What we need to make
some tweaking here
48. 048 Modeling section Completing the steering details: Let's go to their bag. Can throw number one, and
let's see what else we can do here. Alright. I will rotate those
to the x-axis. Rotate them like this. To make this flats. Are X, something like this. Maybe we'll walk and
then hit F to fill this. Scale it and it's I to insert just a little
bit like this. I totally see what's
going to happen if we give this
subdivision surface. Alright, let's add two here. Let's, it can throw
an army to support this area Control R to
support this as well. From here, Control R here. It's like to isolate
this piece alone. Right-click hit Tab. I'll try to click here the
smooth and tapping again. And now let's see
what else we can do. Hit a select
everything and have to enter correct or normal. Because as you can see,
we have this problem. If you will see a
problem like this, that's been you have face
orientation not correct. Select everything gets a and
then shifting to correct it. Okay. Can throw out to add one acre
right here maybe as well. And what else tab out
LSU, what we got so far. Okay. Alright, something like
this will work for now. The syllabus details
and hit X to hide them. Let's make some correction. For example, let's
go to the right and tap it is called the Sea. Grab these vertices and activate the
proportional editing. You can move those back and let's make the effect
a little bit big. And maybe we can rotate
those just a little bit like this. Something like that. And let's see, grab this circle heads have the to the Z Alistair Coby like this. And from the dog if
you maybe we can start extruding closed set
E and extrude this. And maybe we can rotate
this just a little bit, but turn off
proportional editing. It had arthro tennis. It's E to extrude this just a little bit
like that and hit R, sorry, not E, hit Arthur, rotates like that
and hit S to the Z to scale this Esterhazy. Alright, let's go to the can
throw one to go to pageview. Move this right here. That
we got something like this. A shift end to
recalculate the normal. And the cylinders
again go to tag. If you can throw number one, it's killed us to the
X, make the flats. And let's hit either
through this here, one here, and maybe one right
here, something like this. And maybe we can take this
bag just a little bit. And those as well. Okay. Go to the bag if you tap club those Control L to select the whole part
here at P as two. Separate it. Right-click here, the
smooth tab again, Alt click club those here. And then hit F maybe to fill it, hit E to extrude this up
just a little bit like that. And that's to scale it. And notice hit I to insert. Because we need inner edge
to make this era tighter. I think can throw off to
support this area with an age. Like that's maybe another
egg here. I don't know. And yeah, now it's okay. So quite perfect, but let's
try to make it better. Well, maybe I can go to the back and scale this
just a little bit. And delivers, sorry, can
throw an extra liter acres. And maybe I can make this
area a little bit more a sharper by adding
another edge loop here. And now I got this. Okay, now we can use
mirror modifier. But before using
mirror modifier, I think we need to fix some
shading problem right here. When we other this egg
as a support a loop. I think we can select those
key twice and move those in the middle to make this
area even smarter. Because taking this app will
make this area sharper. So I will move it
here to the middle. That's a little bit better. Alright. And for this, what
we can do is go to select all the edges
or select this hit a, and then Shift Enter, recalculate the normal
because as you can see, the faces notes looks fine. Shift N and then it can throw
me to bevel all the edges. Ellis, are the three maybe. Alright, that's cool. Now this becomes more theoretically
kids smooth. And you can activate harder normal and activate
smooth as well. Smooth here. We still have
some problem with it. Let's see why that's happening. I'm not sure quite happy
with the Hadean here. Alright, here we have
four vertex group because maybe we,
we extrude that. We take this, we extruded or we copied the phase from the dashboard and we take the
dashboard from the frame. And you remember when we added groups here to use ShrinkWrap, so I don't need them by the
way, we can delete them. Let's add with normal, maybe that's can help. Alright, we have, sorry, weighted normal or I
this before and after. Now it's become better. Let's see why that's happening. How can we fixed
without adding weight normal this tab and
maybe we need to add a just like that to
fix the the heating. Adding egg is like this. That can help to to
fix the heading, but you need to add
too many edges. To fix that. For me, I will use weighted
normal and that's it. I don't need to spend too
much time here fixing this. Alright? And let's
select this part again. It's like for this
piece right here, I will tap, select 181 vertex, hit Control L twirling, select MPS to separate this because I just need to make some tweaking
here for this piece. I just need to add
one edge here. Sorry, we got some problem, 28 right here. Well we are. Alright, let's do that manually. I will hit K to make our cuts from here
to here, It's Enter. And another key, two
other cuts here as well. And cut here because I need
to use subdivision surface here and I don't like to leave
this like an ink gone in, gone me and face with too
many vertices are both four. So I need to make some
connection like this. The same thing on
the other side, but I prefer to add one
edge in the middle. And I started that I
can delete health of this XF and use mirror modifier
to me or the other side. That's will be easier for me. Tab out, go to me or add
the mirror modifier. Whereas this one right here. And boom, that's it. Put the bubble underneath mirror or I think I'm not
going to use it because I will use
subdivision surface add subdivision surface,
becomes smooth. Smooth. There was a time to give
them give some edges, extra ages to make this tighter. Like what I'm doing right here. And maybe let's make
some cuts like this. Hit Enter. And I just need to show
you what I did here. Cuts from behind right here. And it should goes and and here. Maybe no, I can the
club these two ages, Hickey twice and move
those down. So much. Maybe right here.
Alright, again. And maybe, you know, we can hit Control R to add one egg here. And just make connection
between those. I just turned off the
mirror on subdivision. Now let's put them on. Alright, now let's
add an H right here. To support this corner. As you can see, the H loop, it's not continue to this side because here we
have three angle. We don't have quiet and age because we
have triangle here. Hateful naught goes and
continue to will be like this. So we will do that manually. I will use the knife tool, hit K and make cuts like this. And hits Enter. And maybe we can select those and had
key twice and move them up. And then Keith whites
and move them down just a little bit to align them. The same scenario
for those here, called those three key twice. Align them here or
acute wise and take those back like this. And that's better for this area. We need to support it as well. If we need to support this area, we can select these faces. And we can hit it inserts
to, to support this. Alright, that's an option.
In the same scenario here, we need to add an edge
to support this side. Alright, I think I need to
add that manually, like this. And take this up right
there and hit Enter for now and manually it K. And let's make cut like this goes there and maybe hit Enter. And from here it K and make this a goes to
the other side here. It's intro. Alright, I will turn
off this modifiers. I just need to check the result. Okay, now we have the big gun, as you can see here. These two edges are not
connected to anything. So to make the shading better, for me, I can't, I can't
connect these vertices. This one with this one. Hit J and this vertex, this vertex, and hit
J, that's better. Alright, That's
better. Now let's see. Your results. Can now looks fine and okay. If you want to add more
subdivision surface, you can add more and you
can get better results. But for now everything
looks fine. A beautiful. Let's give mirror modifier
to this one as well. Let's delete the, the volt. We don't even have
the bevel. And let's add mirror modifier here. But the subdivision
underneath its top. And let's see, do we have
any overlapping here? And we have some overlapping. It can take this back,
activate clipping it, and move this forward until they meet each other at the
center. And there we go. Now, everything looks fine. Now let's smear of this
on the other side, have the and then can throw two mirrors on the
x-axis and then hit Enter. The same scenario,
this one here, the and then Control
X and hit Enter. And now we got something here. And it's looks nice. That's so bad. If you'd like to make the
handles a bit thicker. You can do that. There is a nice
trick you can use. You can select the handle
that you want to end. Go to sculpt mode. You can go to sculpt
mode from here, open the mood, and
go to sculpt mode. And here we have bunch
of brushes like this. You just need to
put the most right here and just move
them just a little bit to get the extra
brushes side-by-side. And you can use this process
called Misha filter here. And the filter type just choose inflate and then pick
any opulent you like. And just click and drag. And then you can inflate
it just a little bit. You can kinda strength
to something small. Alright, as you can see here, can inflate this and K can make the handle even
bigger if I like. Very cool. And I can go to select
the next one and delete it and mirror or maybe this
one on the other side. Alright. Shifty, they are kobe. Then Control X, enter,
something like this. The final tree that
we need to make here, I think I can select
all of these details as I just created and touch it
is more than go to wireframe. I can select all
these vertices here. Then what I can do is I can just kill them
just a little bit. S and scale this
and make it big. And maybe I'll rotate
this to the x-axis just a little bit to the X and give it a little
bit of tilt like that. And then tap out. I think that's makes that
steering a little bit makes sense as compared
with the previous result. Okay, that's too much for this video. It's
become very long. I will end it and combine
it in the next one. Okay, so see you next
49. 049 Modeling section Making steering ready: Hello everyone, I
will come back here. Okay, back to this theorem. Lists company the design here. And let's pick this. Okay, and let's see what
we can do with this. Alright. Let's select
the other parts. All of them. Hits like to
isolate them like this. Oh rights. I think we don't need this. I'm a thing I'm
not so quite sure. Yeah, I think we can delete
this and we can extend. Make this a little
bit taller key. And let's move this to the
Y or something like this. And we forget to write
splitted slash tab. Select those. Alright, this is all of them. I think I can create new
collection for the steering. Less hits m2 open, Let's hit excites first from the local mode and hit M
to open new collection, hit the new collection,
give it a name. Steering. Okay, twice and that's it. Alright, hits like to
isolate this and let's make this Friday by giving
it subdivision surface. And let's make these. I need to target
the necessary edges and give them support
the loop. Okay? Alright, first
thing, let's connect these edges because here
we have an inborn in going means face have
more than four vertices. Okay, So this one is
gone because we have 123456 and you can count them. I need to make this like quads. So let's make a connection here. Had gay club this with this hit J and this
maybe with watts. Okay, Do we need this
edge right here? Can, we can delete
it accurately? And let's select this
with this headache a, this with this hit J. And as you can see here, we have quad, quad, quad because each one of them has four vertices and that's
what we wanted accurately. Alright, from this side as well, the same scenario, grab
this with this hit J. And this would this hit J. And what about these edges
right here? Alright? Okay, maybe I can select this one Hickey
twice in America here. The same scenario
that we did up here. We can do it right here as well. That's great. Now, let's select these. By the way, we have
a triangle here. I will keep it because I don't have I thought
choice for now. Let's select the
necessary edges. Alright? Selective like that. And we need to give it
a level weight horizon, those here as well. And what else? Okay, I think we just selected
all the necessary edges and open the arrow
here and go to ITM and add one here, Enter. And we have bevel exists all
pretty tab out hit Control. I apply the scale in case we have problem with
the scale and we don't we just need to I
got some weird results. I didn't get correct. Beveling less, add 0.5. Maybe. There's some kind of problem. Prevent bevel to work correctly. If I turn it off club overlap, I can see that I
have something here. Alright, maybe this
corner here we have developed vertices and
yeah, that's right. And we got doublet vertices
because when we, when, when we married to
these vertices, like this, automatic was off. Alright, that's my mistake. But it is easy to fix. Just hit a select
everything and then hit M to open the American menial and towards marriage
by distance. And now as you can see, four vertices removed means
the vertices was here 1234. Okay? Now bevel work
correctly in case you find or you'll get a
problem, problem like this. Keep in your mind that there is Overlapping vertices
or overlapping ages. And to fix this, just hit a M. And then you can choose by distance or
you can hit P By the way. I mean AMB, Americans by
distance because the, as you can see here underneath the letter
we have a dash here. That's mean that B is a shortcut for
marriage by distance. Anyway. Let's go to the bevel and
let's add buoyant one. I think 0.1 is okay and
working in this case, we just need to give
its auto smooth. Alright, we got the auto smooth, but as you can see,
it's a great out. Sometime we facing a
problem like this. And to fix this, we can go to the geometry data in the clear cost of
sublet normal data. Just to clarify, in
case you will find this as tweaking here. The split normal data that
sometime happened because when we add subdivision surface and then deleted some time, that's happened because of that. So I will clear this
that you can see now. We can control the ankle, but we're not need to
control the angle. We just need to make
the shading pattern. This is our goal. Alright? I think when we gave it, hey, the smooth, we got
another results. Better result. I mean, let's go back here. And let's see if I
add weighted normal. Let's see zero indifference. We don't because we
have harder normal activated and it does create
job. Alright, that's cool. Let's hit Select to excite now. And let's focus on this part. It's like to isolate it. Okay, tapped with
the edit mode and I can hit a and
select all the edges, by the way, and give
them bevel weight and that's its symbol. Alright, hits like
to excite and acids. Okay, now let's select all
the parts of the steering. Go to the Lockean and I tried
to click Select Objects. And then I will just
select all the objects. Let's move this L
is put into place. By the way, we need to rotate
to the eggs like this. We need to put it in the
right place in the wireframe. All right, it should be okay, maybe like this and we need to rotate as well
just a little bit. And let's move this
right here, maybe. Alright, what about the size? I think we need to
make it bigger. In making that someone sitting here try to grab the wheel, the steering, and his
fist, maybe that size. And the crop, is it small? I think so we need to make
it a little bit bigger. Let's hit S and skeleton make it's something like
that. And hit G. And let's move this inside. Like this, I think
now it's makes sense for the for the truck. Alright. We just need to make
some tweaking because we just rotated this too much. I mean, the head
of the steering, we need to adjust
the rotation of it. Okay, in the right view, we can do that by selecting these vertices like
this and rotate it. Rotate them like this. And we can hit key and move
them just a little bit. And maybe we can rotate
them even more like that. Okay, now it's makes sense. Now It's okay. Let's talk about, let's see what we got so far. Alright, I think I think
we got some problem because we left
automatic activated. I think I'm also
quite sure this tab, and let's see that we have
any marriage vertices here. Alright, so we don't
know the automakers off. That's cool. Okay, That's very nice. One more thing I, I
can do with actually, maybe I can add an H right here. Okay? Around this and move the vertices up just a little bit to cover this
corner right here. I think that's something
important we can do. I will hit Control Z
and go to the right. I just need to target
this piece here. Go to the right to tablet mode and hit Z to
go to wireframe. Let's take this out. Alright, and I will use the knife
tool to make a car hit K and make your cuts. Make a cut like this,
diagonal like that. And don't forget to see to cut through and cut and then enter. Okay, now here's
Z to go to solid. And let's see how
can we do this? How can we move those? Maybe in the right as
well, we can do this. I think. That's better. Just move this
right here and that's it. The seats in the 3D
here, the solid mode. Very cool. That's, that's better. I think we can, by the way, give it
to bevel weights. That's will be better. There we go. Very nice. Now it's makes sense. Very cool. Alright. I think now I can select this one and just make it
a little bit better by selecting the necessary
faces or vertices like that. And what else? Maybe
just those vertices and activates
proportional editing. And now when I scale,
I will scale it. I will get a falloff. Of the effects in what I
need to do is I need to hit Alt S and make it a
little bit thicker. Okay? I think now it's better. A little bit thick and
it makes sense actually. I will hit Control Z and
there'll be that again, OwlTest and make it a little bit thicker like that.
Okay, Now it's better. This hits like to excite. And yeah, that's cool. I think we didn't
position this correctly. So let's do that. Just go to the steering
right-click select object. We just need to move it. Maybe right here. And now I think it is
in the correct place. Anya. Critical. We need to separate
this as well. Go to this. It's like to isolate it. That's better. And selects maybe these faces. And those here in the wireframe, I think that's will
be better maker that you select the
error-free think and then you need
to be touch them. But I need to use
mirror modifier. That's will be better. Okay. Let's turn off
Bevel, turn broadly, and let's go to the modifier and let's add mirror modifier. And boom, it's mirrored, but we need to delete the other, the half of this, but I can use an option right here is called bisect tool
deleted automatically for me. Yes, activate bisector sometime
when you activate bisect, you got incorrect results. You need to check the Y
and Z or you need to check the axis in case you
rotated the object. Sometimes that's happened. Apply the rotation and then add them in case we got the problem. Alright, now we got
this mirrored in nice, Let's put the bubble
underneath it and activated. And now everything is okay. Alright, now let's tap
that it's more than, let's select these faces. Alright? And then it's P as two, separate them and make this
separated and that's it. It's like to excite. And now the result is better. Beautiful. So now we can, if we made the, the glass is just a
little bit transparent. Now we can see something here. And before I end this
video is correct. This, this tip here, maybe front of the tub. We can do that. Alright, we don't
have mirror modifier and we have very akin here. We just forget to fix this. Okay, So I think I can delete this valve and hit XF
and add mirror modifier. Okay, I've started
deleting this have, I will select these vertices and the solid mode,
I can move them. And let's turn off
proportional editing. And had she had moved
those, maybe right here. I think that that's
okay. And in the right if you take those down to put
them in the correct place, hold Shift to make the
movement slowly like that. And there we go. Now it's better. After that I can add the mirror modifier. And everything will be cool. Alright, so everything now
is mirrored and beautiful. Alright, now we can maybe go to the windows and
three activate them. Do we need to do
anything else here? Alright, let's take a look at, let's see what else
we can do here. Alright, cool. Okay, Let's unhide the windows. And yeah, that's very cool. We don't have much tweaking. Okay. We just need to fix this. And I intentionally
left it to the end. And maybe that's okay. So that's it for
this video, NCLEX
50. 050 Modeling section Finalize the modeling: Hello everyone and
welcome back Here. Okay, what's next?
What we should do? We almost everything now,
everything is already. We added the details. Now maybe we can make some
fixes, Finalize the project. I mean the modeling section. Okay? And let's start with this. I used mirror modifier. So the hole that I got
here, it's here as well. I need to fill this area. So I need to select the body here and it's
like to isolate it. We have mirror modifier and we have the vole
and weight normal. I will apply them Euro
because that's it. I don't need it anymore. And I will talk to the
edit mode and target this area and fill it. All to click to select
loop these faces and hit X. To delete them. Go to HS number to Alt, click to select the
entire edge loop, hit F to fill it. And then with these ache is selected go to
mean bevel weight. As you can share what
we have blue line, I'd zero right here to
delete any level weight. And for the edges here, we can actually delete them. Can throw X and
dissolve them like that and everything. Now cool. We still have, correct kidding. I think we don't
have any problem. Very cool. It's like to excite, so we fix this. And now we can say the, the project is
already 100 per cent. But I need to make
some tweaking here. It's not necessary to follow me. If you reach to this point
with me, that's amazing. You did great. But I care about details. That's something in my blood. I need to make some tweaking. When I created this, I didn't like us, especially as you can see here, we have some hole here. And I need to take this
further and make it better. The variation that I
got here from here, it's thick and here
from here thin. I don't like the scenario. So I need to fix this
and make it better. Alright, let's do that. Let's select this ferrous LSU. What we have, we have
ShrinkWrap modefier, we have mirror,
and we have bevel. Let's turn off. Let's close the bevel and less total bevel. For now, we have a ShrinkWrap
modefier I will add, can throw a end up
light. That's it. For the mural Rocky, let's turn off
camera Timberlake. Now I got this. I
will tap it, it, it's more end this, select these faces
that I don't want. It can throw blocks
to grow the silicon. What I did is I just selected these faces and executed
these faces here. I will hit XF to delete these faces and start
extruding this again. Hits like to excite from the local motif a select
all the face here. And now we can extrude this again and give it a thickness. Something like this. Alright, now we got
something cool, but it needs just a
little bit of tweaking. I think what we can
do is I will hit, can throw all the sets and
I will hit E to extrude, but I will cancel the extrusion because it goes diagonally. And I don't want that
just heterocyclic. Alright, in manually move
the new faces to the x-axis, X, and move those
just a little bit. Something like that. You can align in this edge
would the edge of the window. Alright, that's great. But we still have problem with the window and we
need to rectify that. Okay, let's select
the window here, and sorry, this tab. Select the window and let's
see how can we fix it. Alright, we need to
select this one as well. And I will tap it as I
want to elicit we can do. Alright, let's go to the
vertices, go to wireframe. And let's select all of these vertices and
hit key to the X. And let's move those to
the x-axis like that. Albright's. We have some overlapping, as you can see here. In this case, I can
drop this accurately and I can Coby this face, for example, and use
it as a shrink club and the ShrinkWrap
this on this face, I think that's will be faster. So hit Shift D, take this kobe, right-click, leave it the same place, then P as two separate this and select it and make
it a little bit bigger. Before that, deletes
mural from this Face and delete level. We don't need any of these. Alright, now let's touch it. It is mod endless. Go to wireframe and
select this vertex of this new face key twice. And let's take this up. Alright. I just need to make it
bigger than the window. And maybe from here or acute twice hit Alt and
take this down. And the club this
with this Keith wise and move those just
a little bit like that. From here, become bigger. This there can end at
this direction as well. But this point we need to move which is a little bit less. How can we achieve that, the problem this point, and hit G twice. And let's hit Alt to move
this forward like this. And Keith wise, and let's
move this down like this. I Aliant this vertex with this edge and
move it like this. And then with this one. And I got my results. So now this guide, alright, become bigger
than the mural itself. As you can see. After that, I will hit em and move
it to the shrink. Okay. And now it's moved to the
shrink because shrink is off. We can see it. So I
will make this visible, so I can see this. Alright, now what's next? The old faith that we
create still here, I think we don't
need this. First. Let's delete this or
not delete this lists. Let's hide unnecessary faces. And let's grab our
guide and less. Alright, it's right here. And let's select this hit
slash to isolate them. Alright, so this is the
guy and this is the frame. Select the frame. And let's delete these modifiers and delete bevel from it
and keep me or that's OK. And let's add the
ShrinkWrap modefier and pick the plane or the guide. And now we just shrink
dropped this on the plane. So this is before and after. Alright, so that's cool. Let's put this above the mural. Alright. You can see the
difference from here. If I turn this off and on, can see the kink. That's great. When you will be satisfied, everything is okay. Turn off shrink folder. Now we got this and you
can apply the shrink. That's okay and keep
me and that's it. Hits like to excite. And now everything is aligned perfectly and smoothly and nice. What about this here? Less, less play with it. What we need to do is we
need to grab this side of faces and hit Alt S and move those just
a little bit inside. And it took cover this age. We have open air right here, so we just covered it. Hits like to isolate it and
maybe we need to target seven necessary just
to give them a Bible. Open the menu here and give them bevel weight one,
and then hit Enter. Now, we gave them
the full weight. Great. Activates, mirror
activate, bubble. In. There we go.
Okay, it's nice. Let's check the face orientation
in case we have problem. And yeah, that's right.
We have problem. As you can see, the
color is a little bit different as compared
to the next panel. Select this tab, hit a shift M, recalculate the normal, and that sits on the other
side. Let's check. What happened. Now is better. No, I like it. Writes. The final thing that maybe I
can add to the Cybertruck. A frame should be right here. And if I check the
reference images, okay, Let's go here. I have images for the windows. Okay, Let's see Where are they? Yeah, as you can see here, we have frame, as you
can see here, this area. And actually it is, it's important to add
it That's will make the design more realistic
and acceptable. Okay, so it's not
something complicated. It's easy to create
in this create, it's not going to
take too much time. We can start with the door. We can go to the
editing mode and select the faces
that we have here. For example, how do you can
crop one-phase, hit Shift D, take a copy, right-click
to live it and assemblies and then hit P
as two separate layers. Now let's work with this
interface tablet mode. And let's select these
vertices right here. And had Keith wise
and slave those back. Align them with the
window here and the crop, these two vertices and achy and move those almost right here. And those gateways hit Alt and extended those right
here. And that's cool. Alright. Now those, we can
move them back key twice and slide those
almost right here. I've talked about
hit a and then E to throw those up
just a little bit. And this side right here, site, go to the edge covers. He did it and move
this up. Like that. Yeah, that's cool.
Now let's see, grab this face here. And from the right view, we can hit Shift
D to take a Coby. And let's put the
new code right here. Alright, and maybe now
we can extrude it by the extrusion direction will
not go in the correct place. We need to manually grabbed
the new face and put it in the correct position key. And let's move this
almost right here. And maybe we can rotate,
it gets a little bit. Somebody like this
and he can move it. Or that makes sense. Okay, That's cool. Okay, Now
is the time to add the oval. I will hit a target all the
parts and add the little one. Alright, now let's hit select all the pieces and shift and in case we have problem
with the normal. Alright, now let's tap out and let's see what
we got so far. That's Pesaro. Actually. Let's see what
else we can do here. And here we have a frame of
plastic we need to create, and it is easier
actually to create this. You can use these faces
that we already created. Have detailed Coby right-click, leave them in the simplest
be as two separate them. Grab this and you
Coby and touch it. It won't be just need
to select this line of vertices and just slide them out key twice and take
those almost right here. Something like this. And hit a and E
to extrude those. Extrude them just a little
bit in the right view, you can hit G and manually
move those, maybe like that. And now we can grab this
side of acres and take those back key twice and
move those back like this. You can add another edge
here, sorry, not here. Them the middle, you can add
another H right here and the crop this edge and hit
Alt and just push it inside. Like this maybe. And now we got
something a nice here. Maybe we can give this
pivot away to one. Let's see what we got so far. Alright, Very nice. Very cool. I like it. Or rice Weka, some overlapping right here,
you can ignore it. Or if you don't
like to ignore it. This is very used to
fix key twice and take all of these up
just a little bit. Right, that's cool. Maybe this edge I need to
give it level weights, speller and this EKG right here, if you see it, I can give
it bevel weight as well. That's better. Maybe this one I was bull and Tub out and now it's better. I like it. Alright, This, how to
create this stuff? And what else we
need to do here. Alright. I feel, I don't know, but I feel this window, we have some black shadow here. Let's see if that fixable. If we can fix it or not. Did we gave it here, the
smooth? Yeah, we did. Maybe if we added
some edges here, maybe we can fix it. I mean, if we go to the right view and
use the knife tool, hit K and just make
stride, cut like this. It's a to make the cut strides
and see to cut through, to cut the faces and
the front of us. And far away faces. Confirm the cut and
then hit Enter. And now we got this age. What we need now is to hit
P to bevel, It's endless. Sorry, not too much. That's too much. Let's
add some H like this. Are these edges can help us a little bit to fix
the caning problem. And as you can see, there's a little bit
of difference here. And maybe we can do the
same scene I write here. Alright, I can hit
Control B and a, two H's here and grab one
of them had Keith wise and slide this maybe here in the middle
and bevel it as well. Two, maybe three or four,
something like this. Alright. Somebody like that. All right, Actually I don't
like this result. I need to I need to
get something better. Okay. I will delete this and in the right
the same scene or use the knife tool and makes it right cuts and
accepted and levels. This but this better. Alright, Adding these edges will help the Hadean
to be better. Right? Okay, cool. Okay, so
what else do we have? Anything else here to add
before I end this video? Okay, cool. We got
very nice results. Everything looks fine. All Rights. The fender
or the lights. Alright. So yeah, that's it. I will end this video
and see you next.
51. 051 Materials section Adding the HDRI image to the scene: Hello everyone and welcome back. Here. We almost finished
the modeling in case we need to go back and
make any tweaking, we can do that, but now let's focus
on the lighting. And I think the material, before we jumped
to the material, we need to other light so we can see the result
of all the material. And I'm not going
to use the lights that we have here
and maybe maybe I can use them and
add some of them, but I need to focus
on the HDRI image. Now, two tests that material. Hdri I, HDRI, suddenly in, it stands for high
dynamic range imaging, is just an image and I will
show you example here. This is one of the HDRI images you can download for
free from the Internet. This is a 360 degree image. You, when you put, when you
put the object here inside, this image, will surround the whole object and it
will give it a light. Natural light, similar
to the what you see here coming from the windows are from
the image itself. The result that you, that you will get from HDRI, it is very natural
result and that's what we need to get correct. Get correct material. Okay, so let's see
how can we do that? How can we use HDRI
image inside Blender? It's very easy by
the way, this exact for now or at the Pharisee. But I need to do now
sublet the window to, to. Some users. Go to shading. Second,
inside shading section, you can do the same thing. And you can start tweaking the
material and you can see the result here directly. But in our case, I will use our layout. I will split the view to two, and I will tweak this
window to render and this one for the
header editor to tweak the material and see whatever
change we want to do. Let's go to the editor of type, and let's change this to
shader editor and this panel, we don't need it for now, so I will hit N to hide it. And a fair thing, we need to add the lighting. And as we said, we will use HDR imaging. You have to option here, you can go to this section and create background or you can, from here, switch to the world. Okay, here we have objects,
material, world, materials. So we will treat
us to the world, Timperley to set up the the environments and then we will be back
okay to the occupant. I mean, this is the outputs. And here we can add
the image and liquid. Okay, let's go to
the folder and let's bring the image and
let's put it right here. Okay, This is the folder, and I will provide this
folder with the course. And here we have
three types of files. We have the image itself, VBG, and we have ATTR, and we have this EXE
or using a JPEG. It's not gonna give you correct lighting because
that JPEG image, it's not contain the
whole information to be create good
quality of lighting. In this case, we will use E XR. It appears that the
best choice, okay? If you want to get
nice HDRI image, okay, so I will grab
this like that. And what's the inside Blender. But doing that is wrong. If you grab it like
this and boated. If you want to rectify, I mean, if you want to correct
it, you need to change this node two environments. Sure. When you bring the
image right here, just select this node. And that helped us
to open the switch, not the admin your
switch and go to the texturing and choose
environment texture. I just changed this
to environmental. Sure all you can
do something else. You can adhere to a and go
to texture, environment, texture, and go to open and then find the image, and that's it. I will hit Control
X to delete this. Now, I will, I will
link this to the color, willing the HDRI image with a background that's been now we can see it at the background, but we need to go
to the render and then to the output.
Alright, cool. Let's check the render. I need to build my
material while the cycle. And inside Blender
we have two engine, we have Eevee and
we have Cycles. Okay, Let's focus on
Eevee and Cycles, three plus two cycle. And here we have
multiple options. Let's ignore everything for now. Maybe I can mention one
thing here. If you want. Here you have the device, if you want to render with
CPU or give you commute. In case you want to
wonder with GPU, you need to go to the edit
and their preferences system. Here we have a non, I think the default
choice is none. Opportunity to go to
the cuda and activate your your card,
graphic card here. Okay? Just choose it. And then
you can run the 3D cube. You, for me, I will use CPU. And what else? For the de-noise here
we have there under the viewport render in here
we have the final render. The second is for the final render and this
one for review board. You can activate the noise YOU render if I if I go to there under his Z and then go
up to render like this. No, no, I am rendering
with the cycle. And if I activate the noise, the noise, the
results in real-time. For me, I going
to turn this off. I don't need it. In case you need it, you
can activate it. And I will keep this on
this for the final render. And as you can see when we
switch to the viewport render, you can see that you can
see the environment. If I grab this and
hit M to mute it, I can see nothing, no light. There is no elimination. But if I hit M20 unmuted. Now I can see
lighting. Very nice. Natural lighting comes from
the environment itself. One more thing maybe
I can do here, maybe I can increase
the strength from here. As you can see, the
default is one. I can add two or three, or I can add 0.5 half whatever number you
will want to adhere. But be careful for me, I will add one point for
maybe just increase, decreasing the
lighting just a little bit so we can see
the material better. And what else we
need to mention. If you want to keep
the environment visible in the background, that's okay if you like. If you want to hide
it for no reason, you can go to the Render
Settings here and then go to the Whereas it to the film. Second activator experience.
As you can see now, the background
become transparent, but we still have the
lights and everything. Okay, this is an option. If you want to use
another option. There's mess combination
here we can create, we can duplicate the background, hit Shift D to
duplicate it like this. And we need to mix between
this node in this not okay. Let's hit Shift a and
let's go to the header. And let's add mixed shader
to mix between those nodes. So let's put this right here. And what this right here. And blogging this
to the surface. Okay? Now we need to control
the factor with a naught. We have light, we
have a light path, just tie for path. And you will find the light path right here and you answer the first option is it commentary and plug
it to the factor. Now, as you can see, we still have the lighting on the car, but we we hide the background. It we can control the color
of the background from here. In case we want to make
the background dark, we can take this color
down and we can make it dark and we can still have the lighting comes
from the environment. As I can say, you have to option either you
activate transparent, or you can do that. Okay? Yeah, that's it for this
video and see you next.
52. 052 Materials section A quick brief to shader editor: Hello everyone and
welcome back here. Let's go to the object mode. I'm in the material. Now we are in the world. We completed the
environment's lighting, and now we can go to
the object, okay, and now we can pick any
geometry here and give it a material in case you are not familiar to
the shader editor. We just briefly can speak
about the shader editor. If you want to create a new
material for any object, you need to select
the object ferrous. And then after
that, here you have been new to add the new
material and in Blender. Or you can hit here, you can go to the material
properties and you can hit tenure as well to create a new material for
the selected object. I prefer go here and hits a
new to create a new material. In case you have a material
already made material, you can find all
the materials here. And this area. In case you
will create the material. I will create a new one. I didn't think create anything. Okay. So this is the door. I will add sinew and there we go. Now
we got the material. Alright, if you,
if you were to new and create a material
end for any reason, if you didn't find that. If you will get this
tweaking like this, you just need to
hit home button. If you do that, you
will have frame the material and
the screen here. Alright? If you want to zoom, you just need to rotate the
wheel of the mouse pan. You will need to hit the middle mouse button
and move the mouse. Alright? And you can select, select the node itself and left-click and drag
to move it like this. And all the nodes. If you want to cut the
connection, for example, if I add any note here, alright, MHC tickets you, for example, if I want to connect, just need to left-click and
drag from this node to node. Okay? The same thing for the
other notes like that. And if I want to cut, I just need to go to that where the snowed or
where this condition goes and then click and drag and lipid in
the space like that. Or you can hold Control and the right-click
and move the mouse like that. To use this knife to cut
the connection like this. Very important add-on, you need to activate it in case you want to work with shader editor. You will need to go to the
Edit and then preferences. Aside, I don't section
search for Node Wrangler, just type WR and you'll find it node or angular
is very important to activated because it will give you very important shortcut to speed up your workflow. When you want to activate it, just go to the burger icon and hit Save to
save preferences. And then exactly. Okay, now if I want to
make a quick review, in case, for example, if I added that color, RGB, what's I can adhere? Let's add in boats
and for example a. See what we have here. Let's
add an RGB color like this. And in case I want to make cookie preview so I
can see the color itself on the selected object. I need to go to the preview
for to, to see the result. Go to preview, just
hit Z and go down. And now we are in the preview. And because we activated
Node Wrangler, now if I hit Control
Shift and left-click, no triangular will
give you a quick, will give me a quick
preview to the node itself. For example, if I, if I added, Let's add noise, for
example, noise texture. And if I hit Control
Shift click, as you can see, now I
should see the noise. Alright, so I'll give you a
real time preview like this. This is very important thing
here in case we want to see the effect itself before
we plug it to the principal, the PSVF to see
the final result. Control Shift and click. If you want to preview
the other slots. For example, if I add geometry,
There's geometry notes. And if I want to see the
position for example, and other seconds here, I just need to hit
Control Shift click. And now I'm a preview
one is the position. And if I want to go to the
normal to see the normal, I can click again, can talk if the clinic
and keep doing that. In this case, I can switch
between these slots. There's another
important shortcuts. For example, if going
to cut the connection, you need to hold Control
and right-click and move the mouse and cut the
connection like this. Okay? If you make your material a little bit complicated and
you have too many notes, and sometime when you Have too many notes
sometime you will look at some problem like this. Over nuts will overriding
the, the link lines. Sometime you need to change
the direction of the line. So It's very important
to use railroads. Railroad is subpoints help you
to Kinga direction of the, of the wire. And
then the same time. It can give you the ability to link the same information
from far distance. For example, if I want to
link the position, the color, by the way, it's I'm just
explaining things here. Don't worry, I bought
my connection here. If I want to plug the position to the base
color and for example, to the, to the metallic. It's normal to go like this. But you can three
roads, just hold, Shift and right-click
and add, rewrote, and then you can make a
connection like that. That's what we're working. That's better. It's better than
doing like this. Alright? In the same time you
can kink the position. You can crop it and
hit G and move it. For example, let's
put this right here. And we can add another railroad. Just hold Shift and
right-click and add one here and had key to move it. And you can move this one, for example, right here, and you can add another
one here and move it. And that's can help to organize your material
and make it better. As you can see now,
the debtor can, now It's better and readable. Alright, you can hit Shift
a and go to the layout and choose railroads and you
can edit and edit any way. Like a layout three
rows and added. One more thing here we need
to mention if you want to use this option
is called a frame. It will help you to
organize your notes. For example, if I add
this from right here, I can add this node inside it and this node
inside of that as well here. Okay? And I can select the
frame itself and move it in. All of these nodes
will follow it. And that can give it
a name. If I hit N, I can give it a name right here. Hits either name and hit Enter. And you will find
this right here just to organize your head or editor. One more thing I want to
mention, let's close this. If you want to add two material for one geometry,
you can do that. For example, let's add
the sphere right here, shift to a and less UV sphere and I'm going to move it here. Alright, so now I need
to give this material, this object, sorry, to color. I want to give it red and blue. Alright. I mean, two Materials. I just need to create
the first material yes. Hitting you and change the
color to some the blue. Okay. Okay. But now it's become blue. I need one health to be alright, and one-half to be blue. To do that here inside
the material property, second year we got this area. As you can see here, we have
the material, the blue. I just don't want to
call this material a, just to recognize it. As you can see, this material now covers the whole geometry. I need to add another
material to do this any, to create another slot here, to add the new material
inside the slot. Okay, so just hit this plus
and now we have another slot. As you can see now, it's telling you you need to create a new material
for this slot, okay? You can hit to new from
here or from here, the same scenario and we can keep the name from
here or from here. By the way, just want
to click here or double-click the name from here, or just go here
what with one-click and King the name from here. I will call this B material. For this material, I will change the scale to
some bigger, right? Like this. There we go. Alright, How can we apply this to new material
on this geometry? You need to go to the
edit mode and you just there are a frame. Pick the phases that you want, and then select the
material that you want to apply on the selected
faces and hit Assign. Okay, and top outs. Go back to solid, sorry, go back to
Materials, Review. As you can see, I just applied to material for one geometry. And you can create
three. Either way. Either new slot and
hits a new king, the character
something green maybe, and big face, some
faces you like, for example, those
and hit Assign. Let's keep that into something
for C. And there we go. This is how to add multiple
material for one object. And if you want more information about Blender in
general and Material, I got a course. Speak about material
from zero up. Alright, you can check it. And what else? I think that's it for the introduction to
the shader editor. And now less start creating the material
for the Cybertruck. Okay, but in the next
video, See you next
53. 053 Materials section Organize the scene before you start: Hello everyone.
Welcome back here. Before we get started, we just need to
organize the scene. You just need to put everything in the specific collection. Let's start with the
body collection. I need to select the
doors and all of these parts and put them
in specific collection. I just need to organize them. Alright? Maybe
those here as well. Can select them and maybe
this frame right here. Okay. And this what else? Yeah. All of these I think. And just hit me and
other new collection, let's call this body. And then hit Enter twice. And now we have a
body collection and we can hide the Timperley. And let's create another
collection here. Maybe for the wheel cap. And maybe those here.
New collection. Wheels, cup. And
maybe for the tires. Actually we can work without
doing that by the way. Tires. Then 13 y's. And what else here
we need to do. Alright, let's select
the windshield in these parts as well. And let's call this. Do we need to select this one? I need to write this one alone. And the frame that I
have here as well maybe. And bliss hit M and Creating
a collection of this called the sea glass can call up
whatever name you want. This here, whereas it's
turned off the wheel cap, tires, and the glass as
well. Turn this off. And this one we need
to put the inside the glass collection
and just hit me and go to find
it right here and select it and it
will be disappeared. And this creates a
collision for the interior. Let's put those inside.
Where should we put those? I will put those state or in anywhere less critical acumen, scarlet interior to put all
of these parts inside this. Select them by that. And I just need to make sure
that I got rights normal. Yes. This one the
ground and it took a little bit tablet a shift in, let's see, flubbed or not. Alright, tab hit a Alt
and over the normal can you and then hit
Flip. And that's it. Alright, let's select
all of these parts. Alright, so maybe
the steering here, they hit the dashboard and the stuff and the cushions here. Maybe those as well. We can club them
like that and hits, I'm choosing new interior. Interior, your anthro
twice and then hide interior or less cool. And these, we could put
them inside the tires. Maybe. It's an enqueue is tires. And we need to create a new collection for
this suspension system. Alright? Alright, from a
good angle you can select all the
objects like that. Maybe. Are the do we lift anything? Everything looks okay. Alright. Hit the M and Q is in you. And let's call this pen. Can hit Enter twice. And I felt that you can hide it. Now, right? And what else? We maybe we can put this
inside the interior. I think that's better. And these handles in
the body section. Alright, and all of
these details here, we can put them in
the body section. I think those here
and all the stuff. And maybe those here details. Alright, let's tells
me this gift here. Grab them and hit em and
put them in the suspension. Or at least select
those and let's put them inside the
new collection. Maybe we can call it plastic. Just to look nice. It's up those as well. Maybe those here.
And fender flyers. Alright, hit M N, choose a new colliculus, call those what we can
feel them plastic maybe. And towards wise. And you can hide it as well. This part as well. Let me and go and put
the inside plastic. What else? This one as well. We can put inside the
plastic and the stuff. We can put them inside the body. They could be right here. And these stuff as well. Alright, so what else? Yeah, those here as well. To his body. The
body and what else? We got here. Alright, let's see, create a new collection
for the lights. We start with this
one. And those here. And what else? Maybe those as well. And this maybe this hit M and Q is a new
collection handle the scholars lights
and darks wise. And you can hide them as well. And you can select
those here as well, and choose M and put
them inside the light. Whereas the lights right here. And this one maybe inside
the plastic collection. Alright, and for
the other details, we can put them inside the body, except this one we can
put inside the light. And those here, let
me say the light. Alright. Those I think they made from plastic and those here as well. So I'm thinking I'll put those inside the
plastic section. And the wrists. We can put them inside the body. Those here as well. And put those inside the
body. Something like this. When you combine it,
just activates all of these parts and keep
the current golf. We don't need us. And what else? Okay, that's it. Now all of these bars are now organized and even you even if you ignore
that, that's okay. It's not a huge issue hockey. Alright, but I did
that because sometime maybe I need to hide some parts. That's will be easier for me. For example, if I want to work on the suspension material, I can grab the parts
and hits slash to isolate it and work
with with its alone. But maybe some
sometime I need to hide the tire and the wheel cap so it will be easier for me to hi the tires like
this and then higher. Whereas the wheel,
wheel cap here. And now I can work with the disk and the spirit, the suspension. All of these details. Because of that I
organized all of these parts and put
them inside folders. Alright, so that's it for
this video and see you next.
54. 054 Materials section Car paint MT: Hello everyone and
welcome back Here. Okay, now it's the time
to create the Car paint. And before we do that, we just need to
see the images and understand the
surface of the truck. And we need to understand
that reflection, how it's behave to the light and reflection
sharpness as well. According to this omega is
that we can see right here. That reflection is a little bit sharp as you can see here. You can see the details. And we have some waviness. Alright? We have in
the surface and the sharp or in the faraway a surface we can
see the reflection, but in the close surface, closed surface to the eye, we can see that affliction. And that's happening
according to the front nail effect
for nil is a scientist. You can search in Google for Neil effect to
render a standard. Alright, the same
CNR right here, as you can see in
the far face faces, we can see that
application clearly. But in the clause, the pizza is close
to the camera. We we losing a reflection,
as you can see here, if you compare this
area right here, according to this area there, we don't see it in
the friction here, but there we can
see a reflection. As I said recently, that's happening according
to the final effect. The same center right here. This angle, it's a little bit
far in this extreme angle. And because of that, we can see some reflection, but this face pointing
us towards the viewer. Because of that, we can
see NF flicking here. The scenario is
similar to someone stood on a pool of water. And Let's talk
something right here. We just need to
explain the scenario. Alright, let's assume
that we have a guy here. Alright, and this is a water. Okay. And her legs his legs underneath the
surface of that water. If he look down like this, he can see his fifths. Normally. You can see it. But if he look like this, this area, for example, and far he can't see what's
underneath the surface because of that
reflection will be very strong year. Alright. The site goes like this
because we have an angle here. And because this
angle become sharp, he can't see what's
underneath the surface. But if the angle goes
to try it like this, vertical, he can see something. And here we have a ring. By the way. When the angle becomes
sharper and sharper, he will lose the ability to see what's going on
underneath the surface. And as I said, that's because
of the friend Neil effect. Just go and circuit is
very important concept. Any artist need
to understand it. The same scenario
happening right here for this surface and we need
to take care of that. And I talked about the waviness. We have a little bit
of waviness here. We can take care, we can create it, and we
can ignore it as well. Alright, cool. Let's get started
and let's see how can we create
something like this? Let's make this smaller. Select the image control
shipped out to resize this. And the scene is already the lighting
is already we just need to make this big. And what we need to do here, Let's pick one geometry and
hit slash two isolators. His Yan go to render. And as you can see here, we can see the the lighting and
everything cool and ready. I think we can make
some adjustments to the to the string. Or maybe I will accept it
1.4. Okay, I will accept it. Listed new material, let's
call this car paint. Material, just had in the
end empty for material. Alright, that's cool. Here
we have the base color. We can control the base color
and it should be metallic. This is a metal. So we need
to work with the metallic. I will push this to one
and make it full metallic. Alright. And for the roughness I will add for now point to just need to see
what can happen And let's see the surface in the extreme angle like
this was going to happen. Let's manipulate this
peculiar and let's see what will happen if
we take this to zero. And if we take this to one. Specular will give
you a little bit of give me a layer of reflection above what
I have here. Alright. I can make it, take
it down to an end. I can delete or hide this
layer of reflection, or I can add one here
and make it clear. For me, I will add,
for example, 0.3. I don't need the layer of
color to be very strong. Something like this
will work for me. Okay? And for the roughness, I will make this a
little bit rough. This is the base
color, let's say okay, Point tool, it's a
little bit reflective, but maybe we can add 0.3. We still can see
some reflection, but it's blurred and
that's what I want. Above this, I will add
another layer off, reflect him and I will
make it sharp, okay. Until now is nice
and cool in case we need to give it
any color we like. We can push this to the
blue just a little bit, not too much to make
it a little bit bluish of we need or we
can cancel that, okay? Okay. Something like this. I can be protected. And after that, let's
search for another annoyed. By the way, I just need to
mention something right here. Here we have the
metallic goes 0-1. If you're three, this two on the surface will be
fooled by metallic. If you switch this to zero, you will make it a plastic. From plastic tool metal. You'll need to speed
this 0-1. Okay? And the roughness can
throw all the the surface, let's say the the first
layer of the surface. And it is something microscopic. If you make a few books
this to one surface. On the macroscopic level. This is the surface
roughness zero. But if you book in this two on the surface
will be like this. But you can see these. You can see that
in your neck tie. When the light hits the surface, the light will go in
different direction because of that,
become very blurry. But if you take the
reference to zero, the surface will be like this. And when the light
ray hit the surface, the light will go
strides like this. So the angle of the
right here will be similar to that angle
of the ray right here. Okay? And reflection will be sharp. And if I take this to zero, you can see it's special. If I take that metallic to
one and make it a metal, it's become a mirror. But as I go forward
with the roughness, it will become blurry and
blurry and as you can see now, become very, very rough. In our case, 0.3, as I said, is okay, we can see some reflection
and that's okay. Let's cool. Now let's add another
layer above this. Okay, Let's hit Shift a to open the add menu so we can
add and go to Sarah, you have to an to search. I like to use search
because there's very fast way to
find what I want. You want to add a glass, a gloss. Gloss be SDF. Let's put this right here. And we need to mix between
this material, this material. I want to use this material
as the base material. This material, the
gloss should be able with this material that
will be off a little bit. And this will be smooth
above the rough idea, okay? When rays hit the surface, I can see sharpen reflection. And in the same time I can
see some blurriness insight. And I will show you
how that will work. Okay, how can a mix
between this and this? There is a very fast
way I will use. I will hold Control
Shift and then hold, right-click in, move the
most from here to here, from this node to this node
and release no triangular, the add-on that we activated, this one right here. We will create the mix shader
automatically for you. And that's great.
That's what we want. So now, now we added a
material above material The only thing that
we need to do now, we need to control that by using the factor
that we have here. Alright? If I take this to zero, I can see this material. And by the way,
there's something I just forget to mention. When you add the gloss PDF, push this to zero so we can
make the surface like Humira or so at zero factor we
can see this material. And A21, we can see this
material, this node here. But we need to control that. So let's search for, for nil. Our friend now. Alright. Some pupil, a
pronoun set Fresnel, and some of them for nil, It's a name over the scientists. Time for me, I will stick
with the front L. Alright. Now blood, the factor
with the factorial. And now let's see what's gonna happen. Alright, we did that. Now. We can see in the
extreme angles, we can see some reflection. But in this area
close to the camera, facing to the camera, we can see in a flicking. And we almost simulated
the effect here. And the extreme angle, we can see some reflection
from the environment. And for a surface like this, we can see in the
reflection the same scene, however happening right here. So this is how you can
create this effect. And if I hit Control Shift, click on the final
frontier will give you a value from
black to white color. And when you rotate
the geometry, as you can see here,
we have extreme angle between the viewer and
the surface itself. We have very sharp angle. For nail will make this white and this dark
because it's close, or let's say pointing
towards the viewer. That's why we
achieved this effect. So now this white area, this white area shows the glossy be SDF and the dark area shows
the principle PACF. This is the idea. Now let's hit Control Shift. Click on the mix
shader so we can see the final result.
Alright, that's cool. In case we need to
add waviness here, we can use noise texture and we can block it to
the gloss be SDF. Okay? As I say recently, we have to level the roof
level and the smooth level. The smooth level means
the glossy be SDF and the raft means the
principal, BSD F here. Now I need to add some waviness. But the waviness will
target the smooth level, but it will be very
subtle like this. There's not gonna be stronger. If I make us throwing,
I will ruin my result. Okay, it's very easy. Go to add Shift a, go to search. You search for noise. No, sorry. And I nice to share. And right here. Alright. And we need to block
this to the normal. And we need some
help from the bump. Go to search and
search for B, you, and you will find
this pump right here, plug it the normal
to the normal log of the factor to the height. We need height information. Cool. As you can see here, we
can see some effects. I will have control
shift. Click on this. So we can see the noise texture, but the noise texture now, it's not applied on the surface. And the correct way, we need to tell
the noise texture that you should apply on the
surface in a certain way. Okay, in this case, we need to add
another nodes here. Because we activated Node
Wrangler and the other. And second, now if I select the noise texture
and if I hit Control T, node or angular will look create the mapping node and the
texture coordinates. Okay? I need to use the
object coordinates. I need the noise texture be applied on the surface
according to the object option. Note that generated option,
using object option. That's it can give you cool result and that can eliminate the distortion
that happened in the The fixture that you
applied on the geometry. Because of that,
I need to be like object coordinate to
the noise texture. Alright, let's go to
the noise texture activates control-click. As you can see here,
we have some citric. Here on the surface, it's applied and nice way, but on this surface
we have some problem. Now if I plug the object
to the victory here, I have a different result
here, and that's what I need. Okay, now let's check
the final results. And let's see now
what's will happen. The effect now is
very strong and we need to make it
a little bit less. Let's add points. One. Alright, I
will hit Control B, so I can take a small
area here to render it. I just need to focus on
what's going to happen here. As you can see here, we have some waviness here
happened in the surface. The skill is okay By the way, we didn't explain
the stuff here. Here we have this
Kaitlyn details. I'm not going to focus on those three here. We don't need them. I just need to scale and
that's it. The skill is okay. Alright, I will hit
Control Alt V to get rid of this square and
control shift click. And this is a skill
to all make the, make the texture small or big. Four maybe okay? Three, okay as well. Okay, I will check this
consortium to click, we just need to see the result. The result as we
got still, affects, still a strong okay. So strong if I hit M to mute it, this is before and this after. What I need to do, I need to
make it a little bit subtle. I can take this to maybe 0.01. And now we got very
subtle waviness. And I will, I think
I can accept this. Something like this
will walk maybe 0.005. Alright, something like this. I need the effect
to be very subtle. Nope, like the mix. Yeah, we can accept
this result when it will be satisfied with the
result and everything is okay. We can, it's like to excite. And we applied that
texture on this part. Now we can select all the
parts that we need to apply the same texture
on this one right here. The hood, the front area here. Grab them all and keep this one. The last one, hold Shift and the garbage
makeup, the active, the object that we
gave it, the Material, Material recently, and then hit Control L to link
and link material. Always with us meanings.
We gave all of these pieces the same material
taken from this object. And we need to target
this one as well. Grab it, hold here at the club, this Control L and
choose link material. Right? Now Let's hit Z
and go to render. And let's see what
we got so far. Let's give this just
a little bit of time. All right, That's cool. Okay. There is what I got here
is very okay and nice. So I will accept it. And I think we
forgive the handles. We didn't give them
the same material. Let's go to their
material and review to make the performance
a little bit faster. And, and, and let's wait
for it just a little bit. Okay, cool, cool, cool. The cell like this. The handle just to handle,
Alright, hold Shift, grab any one with the material, can throw L link material. Alright, so that's it
for this material. And what we need
here that we applied on the all geometry
that we need. Alright, this check. Yeah, I think it's for now. Okay, that's it.
And see you next.
55. 055 Materials section Adding materials to the windows: Hello everyone and
welcome back here. Let's create a
material to the class. Okay, let's start with the
windshield just selected. And I will hit you new to add
a new material right here. And let's bring
the images because I just need to understand
something here. I think the glass, I think we have some variation and the color here from top, that should be black and the rest of the glass
should be transparent, as you can see right here. Let's been, we have
an effect like this. We need to trying to create it. The same the same thing that
we see right here. Okay? All right, let's put the
reference image right here and maybe I can make
it a little bit smaller. Something like
this. And as I did, I just created the
material right here. And maybe this material
will be that transparent. I will give it a color so you can understand what
I'm about to do. I will give this steroid Keller, and I will duplicate this hip, the interior kobe right here. And I will give
this a blue color. So now we have red and blue. We need to mix between those. So I will hit Control Shift and right-click
from this to this. And now we have mixed shader. Alright, with the
windshield selected, I will hit the slash
from then I'm bad. Just to isolate it
and maybe we can move the move of them. I was just a little bit here. Okay. Let's go to the material, material preview just
to see the results. Now, I have the factor, I can control it, giving priority to blue or too. Alright, let's put this
0.5 and then it took, can throw all this. The factor with the notes here. I will use a node is
called the gradients. Hit Shift a and go to
zero and search for key of gradient texture. Let's put this right here. Here we have multiple choices, linear and other choices here. I will use linear. If I hit Control
Shift, click on this, I can see the effect
that will give you a black and white results. As you can see your eye here. But the ritual that I'm getting right now
is not what I want. I need to put the black and this area and make it
goes down like that. So we need to
rotate the effects. And this way I will
select the North and hit Control T Node Wrangler will add mapping and
texture coordinates. Okay, I need to can throw
all I need to control. That is what I'm
getting right now. Generated, working fine. Have no problem to use generated
as texture coordinates. But I need to rotate it now. Let's rotate it along
the z-axis, 90 degree. I will add here 90 degree, hit Enter, and I need to slide it and move
it back like this. So I will use the
x-axis to do that. The zero or is it alright,
about 70 centimeter. Just hold, shift and move it to make the movement very slow. Now as you, as you see, we got the same effect here. Alright, how can we use it with the mix shader, list of blog, the mix shader here
and less of like the result of the gradient
here and the factor. Alright, and let's give this
just a little bit of time. As you can see here, we can see the effect for this material. We can see it right here. And this material, the blue, we can see it right here. And we have the
transition from black to white controlling
these two Materials. But that's not gonna work. If I couldn't
control it farther. This way, I will add color ramp, just go to CEREC and
type or AMP ramp. And you will find Keller arm. And let's put this right here. Now I can, can throw that
even more if I want to give a priority to the black
or to the transparent, like this, or like this? Alright, but the effect
is a little bit harsh. I don't want the effect
to jump like this. I need to have more
transition between them. In this way, a will switch the interpolation from a linear to be sublime be
supplying is more smooth. Now it can move this and I
can get nice effect here. Very cool. So what does that mean? If I make this darker glass
and this one transparent, I get the effect that they want. Alright, with these
nodes, linear, controlling vendor
linear results with my pink and
texture coordinates. Rotating them up, pushing them up to the x-axis
just a little bit. Alright? And controlling their results, the black and white and use
it as a factor of assets. Is your like. There's
another scenario if you want to use. For now I have full control
and everything looks fine. But in case you can use the object as a
texture coordinates. If I plug this right here, almost I will get
the same result. But I can control
the object farther. And the control will
be easier for me. If I hit Shift a and add
empty and plane axes. Let's put this right here. And let's go to the
object and I can pick the empty as I can throw our. Now if I move this
along the y-axis, I can get nice effects
just by using this empty. And now I can rotate the MTA that I can't
rotate the effect and can, I can do whatever
think I need to do. Even for scaling, I can scale it and make a sharp
gets big like this, for example, Hickey and move it. I have more transition here just by controlling their empty. So we will have an option
like this if you like to use. For me, I'm not
going to do that. Generate it works fine. And controlling this
by using killer arms. Okay, for me, Let's put this
right here and delete empty. And that's called,
Alright, what's next? Okay, now let's bring the, by the way, this is, should, this should be the
dark a glass and this one should be
the, the transparent. Okay? So let's start with
a transparent. Just take the saturation, go to the HSV and take
the color back to zero saturation and make it white like this and give
it the transition to one. Alright, and what else? We don't need any
roughness here. And that's it. So now
we get this result, but we can see how this is transparent because we are in the preview material preview. Let's go to render. Alright, so now it
should be transparent. Let's ask something
underneath us. Now as you can see,
we can see the cube. Alright? What about the other
material that right? Just take the saturation
back in megabits dark. Take it out, reference
we don't need and the roughness, It's become dark. And you can take the
transmission to one. That's okay. But it is
dark as you can see here. Alright, the same scenario, give it the same, the same
values as we did here. But just change the
color end after that. When you complete, you can hit Shift a and go to
Layout and the frame. You can put this and this frame. And you can select the frame and it's N to open this panel. And you can give this a name, dark glass for example,
and organize it. And for this one as
well, shift a frame. This inside the frame. The frame. And you can kink
that aim to whites, maybe lights, and
then hit Enter. It gets to recognize those. If you would like to
add railroads here, shift and hold, right-click
and other rewards. And maybe we can
put this like this. Maybe this one. Just
to make it easier to understand where this goes and everything looks
fine and nice. Maybe those who feel
like you can put them inside a frame
that's will be nice. You have to A-Frame, but the sub-frame right here, drop those all and put
them inside the frame. The frame and move with just
a little bit right here. And let's call this. Maybe we can call the
gradients and the label here Hit enter and that's it. Alright, so that's cool. That's nice. You can, by the way, can throw all the Ryan speaking here if you
like, for the dark. Alright, if you like, you have the ability fuel, if you want to make it
transparent or not. But it should be
transparent by the way. It should be transparent. Alright, that's cool. Now let's go to solid
enlisted slash to excite. And let's see why should we
these materials for this, for the roof glass, I should give it
a dark material. That same scenario, that's when we the same scenario here. Select this, but we didn't
give the same material. By the way, I will name this as glass empty
just to organize it. Mr. leg, the roof. And let's close this panel, go to this arrow and
let's search for glass material and let's
add the glass material. But we don't need
all of these stuff. We don't need the gradient, we don't need that
dark and the white. We just need the dark and assets because this one should be dark. Alright, in this case,
what I need to do, I need to make this unique Kenneth to duplicate it so I can delete without
effecting the material that I applied here. So let's hit Duplicate,
duplicate it, and let's change this to
glass or less tab here, dark plus MTM acids. And we can delete those
carbon Control X, Control X, club this
Control X, Control X. Can throw legs, glob. This can throw likes to
keep the connection, by the way, when
you hit Control X, you can delete the node and keep the connection
like this. That's cool. Alright, that's cool. Now if
I hit Z and go to render, to render the whole trike, I can see something here. Alright, let's see
what we got so far. Okay, So I got this result
and it's looks dark. Alright, so let's try to get inside the car and let's see, can we see anything
from inside here? Or maybe we can test this by adding some glowing think here, for example, let's add
what we can add here. Maybe we can add
smaller cube here. Very small. And I just gonna give it a
quick material this week, this Shift S to emission. And let's give it a little
bit of light and let's put it inside the vehicle and let's see what you
will see you here. We can see some effect
here, the cube. Alright? But I think we can make this a
little bit brighter. I can maybe something like this. Now we can see a
little bit of the, the cube and still dark. Alright, so that's been alright, so we can control
this by a value. I mean, I can add
the value right here AND search for value. And the blood, the value
here with the color. The color will be
black and white. Let's add 0.5, maybe 0.5. That too much. Nice, become
too much transparent. I will add points three maybe. Now it's become a little bit
darker. Somebody laborers. Or at least try point to. And let's see, grab the cube, just selects multiple time on the same position until
you grab the cube like this. And let's take this out. I don't know if maybe
something like this will walk. Points. Point to the same scenario. I will like Rob the value, hit Control C to copy it
and go to this windshield. And here I will hit Control
V to paste the value here. And I will plug it's here
to get the same value. Let's select this windshield
and this one as well. It's like to isolate them. Okay. We have too much
reflection here, less tried to pick another angle Alright, so this is the effect
that we got. It is nice. Alright? And in the same time, you can see through it, but just a little bit. And actually that's what
we wanted to achieve because they added
this dim color just to reduce the the effect of the sun rays
when hit the car. That's why they made
it a little bit. Them. Okay, so what's, what's about to
the other classes? The side, for
example, those here. I will select them and
select this one as well. Maybe hold shifts and the
crop this than windshield and then hit Control L and link material tooling the
same material for the header. Okay? And let's start with this. I don't need all of
these effects. Actually. We don't need to do all of that. We don't have any transition
between the color and color. So I will duplicate it and just duplicate it to
so we can control it. Let's recognize it. Lists, tie for example, whatever thing you need to type, site, site or maybe doors, doors, the glass empty material. Okay, something like this. And delete all of these stuff. Delete what we need to delete the dark this
time and keep the wife. We don't need this, can throw X and we don't
need all of these control X. We just need the white
material and that's enough. And we need to put the white material ticket from here to this one right here. So select this small
triangle, hold Shift, grab this, can throw
L link material. Now, this triangle now receiving the same material
that we gave it here. And now we got this. Now if I listed it
this, I just forget it. Now if I hit Shift a to add
maybe less or the camera. And let's pick nice angle, for example, like this, can throw Alt zero to frame the camera to the, to the view. Now we can make a quick
render and see what's, what's we are getting here. But for me I'm not going
to render this right now. Okay. We just forget to add the same material
to the back glass. We have here. Just going to show you inside. We have a glass material. Maybe I can go
inside the car like this and pickets and
then hold Shift, pick this and give it
the same material, Control L and link
material, and that's it. We gave it a material. Okay, one more thing here. You will remember
when we added a frame around the the windows, but we didn't gave
these frames Material. Let's see, grab those and
let's start with those. I just need to make sure
the normal is correct. So in this case, let's move the head
or just a little bit, and let's, let's activate
face orientation. Alright, we need to flip them. Tab, hit a select, everything, hit Alt, and to open the normal menu and flip
them inside like that. Taobao is that sets turn
off face orientation. And now we can give
them a material hitting you to create a new
material, material for them. And let's give this some name. Maybe we can call this. Alright. Maybe the glass frame, empty frame material for the
glass and it should vary, should be very easy. To create something like this. I just need to take it off
and it's back to zero. We don't need Arabness and we can make it
through reflective. Maybe we can give
it a little bit of my talionis to
make it reflective. And we can cancel the color
and make it full black. And now we got this. Now he covers, we
can control them. Italians, same ticket
to fool one or back. You have the ability
to control that. For me, this is enough I think. And now we can use it. Alright, so let's hits likes to anxiety and let's see
why should we with this. So we gave it to this triangle. We need to go inside the car
and crop this frame here, the sub-frame, and give
it the same material. So with this sub-frame selected, I will go to this
error and search for glass frame and select it. So now this frame
got this immaterial. What else here inside,
underneath the windshield? If I hit H to hide
this, I got this. And I need to give it
the same material and I have a big problem right here. I think we didn't
solve it from the top. I think we need to go and grab these vertices and move
them just a little bit. Something like this. I'm I, right? And maybe we need to take
those down just a little bit. Key to the Z and move
those down maybe where? Maybe right here. Alright, send the top
again key and move those out and align them with
the edge like this. Alright, somebody like
this. Okay, that's cool. Now it's correct. Cool. Now, what we need to do, we need to creates darker frame. For all of that. I will hit slash to isolate
this frame and tablet mode and grab some faces. Should be quick way to do that. Got up those and those here
and those here as well. Hit Shift D, take a Coby right-click to leave
it in the same place. And then P as two
separate this phase, the crab, this face tattoo, it would hit a select all the faces and move those
just a little bit artists and just push them a little bit away from the
original frame. Just a little bit, not too much. And that's it now
it's become above it. All right. I think
we got problem with I don't know
what do we yeah, I think we need to take
the Bible underneath. And now it's beveled end. Okay, and this one as well, take the bevel and
13th the mirror. Alright, cool. Now we can give it the
same material like glass frame material for
this and the other sets. Even this one. Maybe we can
give it the same material, or maybe I can create, give it another material later. Okay. Now let's hit Select to excite. Bring a bag the windshield, Alt H to bring back
the windshield. His you can go to
material, sorry to render. Now we got this frame. Nice and ready. Similar to the image that
we have here. Almost. Cool. Yeah, I like it. I like it. Alright, so that's it for
this video and see you next.
56. 056 Materials section Adding materials to the tires: Hello everyone and
we'll come back here. Creates materials to the tires. I can create one material and
then copy it for the other. Let's select one
and hits like to go to the local mode and
let's hit to New, to create a new
material for this tire. Alright, let's see how
can we start doing that. First, let's go to the render
is Z and go to the render. And I will hit Control V to cut small area to
render it like this. Okay, first thing, let's change the color
to something dark. You can use value if you like. For example, if you hit
Shift a and go to input, the value of zero is as you can, because we want to use
black and white color. We can use a value and
maybe what's points? One maybe as too much, 0.01. Now we got dark color or we can pick a dark color
from the color selector. Okay, that's cool. After that, Let's see what else
we can control this. Check the specular if
we take this down, now it's become very dark. Specular. Alright, I will
leave this at 0.5. That's good number here. We need to control
the roughness. We want to add some
variation here. The reference, as you
can see is constant and we need to add a variation. This use mask rave, hit Shift a. You can go to the texture
and pick mass grave here. But for me I like to use
the Search M, A, S, G, mass grave and hit Enter
End-users, hit Control Shift, click on the on the texture to see the
results right here. The scale is very big. Maybe I can add 25, 25 for maybe 30. And I noticed that
the the noise of the mass grave is citrate just a little bit
towards the center. I need to change
the coordinates. So I will hit Control T Node Wrangler will create those
two nodes. For me. I will shrink this
from generated to object and thus can give me
a different result here. Okay? We need to give it a
little bit of details. Three maybe, and they mentioned
we need to manipulate this bag to maybe point to
0.1, something like this. Maybe we can give it a little
bit details even more. Somebody like that. Cool. All right. I've heard that I
need to be like a colorRamp. Hit Shift a and go to Sarah and just sort no kilogram
or cubic curve. Search for care of
cURL and hit Enter. Let's put this right here. And let's plug this with this. And plug this to the roughness. And I will hit Control
Shift click on the RGB curves so I
can see the result. Alright, here we have
black and white color and the color is
so can contrasts. I don't want that. I need to make the variation very subtle. Here we have the black value and here we have
the white value. Alright, this is the
points in the black. If I take this point
up to the white value, any dark value here will
goes towards the white. And if I grabbed this
white value down, any white value will be darker. So let's take this up
just a little bit. It, as you can see, we
have some variation here. The state has done, gets a little bit
something like this. Now I make the effect settle. Now I have the control
if I want to make this darker in general or brighter. Alright, I think this tweaking here works in the opposite. The RGB curve here. Listed block. The
principle here is the F. And let's see what
we got so far. As you can see, now we've got some variation here
and the roughness and that's can make results
more realistic and beautiful. And I can control
this even more. If I take this off, for example, I can make it a little
bit like widths. And I think that's
not makes sense. Let's take this down and maybe take this up
just a little bit. We still have some variation and it's very subtle and
that's actually they want. Or maybe we can tell us
that just a little bit. That's too much. Okay,
something like this. It's okay. Alright, let's go
back to the scale and let's see the results. I think I can make a skill
smaller, like 15 maybe. I think that's better. And let's check the Principia as Jeff. Yeah, that's better. I think making the blockchain is size big thing
that's can give the, make the results more beautiful. And whether I got here is nice. Okay, after that, less. Give this results. Let's add some
bumpiness to the tire. Let's go to the noise texture. Hit Shift a to search
and search for noise. No noise, no, this one actually Shift a again
and OI noise texture. It can throw Shift-click
to see the result. Hit Control T, and choose
objects as coordinate for the texture and change
the scale for maybe 104. Now, there's, you can see
we have some noise here. Alright. I need to use the
noise in the normal, so I will hit Shift
a to search for the pump dUMP circuit
and plug the normal to the normal and the blog of the factor to the heights
information here. Okay, that's cool enough. I unblock the principle
that I can see that that have some
height information, but they are crazy and too much and we need
to control them. First, I don't want
the skill to be 100. I need the skill to
be very, very subtle. I can kick that in the Materials Review
as well if I want. Alright, cool. Let's add, for example, 600. That's still too much less. Add maybe 1,000. And that sits right here. Let's add 0.1. Alright, I think that's still
too much less. Maybe add 1050 for
eyesore and 500. Right? Okay. Suddenly like this, I think it's working
nice. Zoom in. I don't know, maybe I can add 2000 and make it even smaller. Alright, cool, That's very cool. I will accept this result. Let's go to the sacral
render unless you are too, because so far with this, the result here
looks fine and okay. Let's shell. Can we take
this material further? Okay, the next step
that we need to do now, we need to add some imperfection for the edges of the tire. How can we achieve this? First thing we need to
target these edges. Okay? And this case we can
use the search for geometry. And we want to use the
pointing us to achieve this. If I hit Control,
help to collect couple of time until I reach. The point is here. As you can see here, this option here can
give me a cavity. And if I make this
cavity strong, I can target what I want to
target by using color ramp, hit Shift a to C archaea and
the search for kilogram. Just type problem
like this right here. And let's take the
flag value for it. As you can see, I can introduce these these edges by
using the kilogram. That's cool, less.
Make the color on a little bit taller so
I can control it better. Let's move this
just a little bit. Something like
this. Maybe that's almost what I want for now. And I got a mask here. I can use it. Okay, what's next? Okay, let's see what else we can do here. We need to add some
variation here. I can use thickest
your Musgrave texture. Let's check for mass grave. And let's put this right here. After that, let's hit
Control Shift click on the mass graves so we can see the result. Sql is very big. Let's add 30 and less, add mapping and
texture coordinates. And the, I think we add
it right here so we can use it to black this right here. As rewrote shift end cuts with right-click and
move this with key. And let's put this
right here already. That's cool. What else? Let's give this a little
bit details to three maybe. And let's take the dimension
back just a little bit. Or maybe we need more details. Let's add 45.
Something like this. Maybe even more and less mix between the rump and
mass grave texture. Hit Control Shift and
right-click hold, right-click from this
to this node triangular will mix them and give
you mix shader here, mixed up makes push
the factor 21. Let's change the operation
here to multiply. Multiply, I just multiplied the two-color and
I just targeted the white mask that I gods
front appointments here. Okay, so now we have some
variation here happened. I can introduce that even more smoothly though is just a lot
of bits right here maybe. And let's add color
around maybe right here. In this area, I just need
to see what can happen. Shift a and let's search
for rum and add it here. Let's see what a, what
I can get with this. Alright, because you can see
I can control the even more. And I can make a subtle
or sit throwing. Alright, I actually
don't want this, so I will hit Control
X and dissolve it. Lets you go to the scale
of the magic brief. And let's add, for example, 50. Made us kill small. If you will make
this Kayla small, you can get more details
in the white area. Let's are 60 maybe. As you can see, we have
more details here. Okay, so this spine, this basque is cool for me. I can accept it and
I want to use it. Okay, after all of that, I need to black what I did here. This result that displacement
soccer that I have here. Okay? To do this, I need to, need to add displacements. Note here, hit Shift a to steric and let's
say for displacement. And let's put this note right here and block this
with the displacements. Accept that any tube, like the mixed results to the height information
of the displacements. Okay, let's take this north
and let's put right here. And let's add three wrote here to make the connection better. Hold Shift and
right-click and cuts. A railroad right here. Hit G to move with.
And let's move this right here. That's cool. Now let's apply that
principle because the F to the, to the outputs. And now we need to
make some kink here. The mid, midlevel, this
option right here, it's shifting the displacements in and out and we don't
need any shifting here. We need this to be zero. So zero out this fierce. And we need the
scale to be small. Kill control, controls
the strength here. Adding 0.1, I think is okay, or even less, maybe 0.03. I just need to make the
effect of very subtle. And now if I zoom in here, I can see imperfection targeting the edges
that I want exactly. And this is very cool effect
actually to what's here. I like it. Okay, so now let's go
to the solid and hit Control Alt V to get rid
of this secret here, It's light to excite, and let's select
the other tires, select this and this one here. And this tells us will hold, Shift and select this as
the last one in active one, hit Control L and link material. Now all of these tires, they got the same
material from this end. We just need to give
the material name. Let's call this tire
empty tire Material. Yeah. This is it. This is how to create
the tire material. Okay. See you next.
57. 057 Materials section Creating plastic material to the bumper and other parts: Hello everyone, I
will come back here. Let's see, create the
plastic material for the frontend back bumper
and for the fender flyers. Let's select the front bumper. Maybe we can start with it and let's hit New to
create a new material, I will hit the slash to go
to the local mode isolated, and the less you can be created. Alright, so first thing
that you go to render, I will hit Control V so I can cut small error here
and focus on it. And first and first
thing that I need to do, make this dark,
Something like that. And if I bring the
reference image, it's dark. And alright, so let's see what else
we can do here or less. I don't know, To be honest AMA, so quite sure of this
plastic or metal. Okay. I'm also quite sure. So I will create a plastic material and if the
result is not makes sense, I will make it like a metal. But I think it's plastic. Anyway. I need to add some
bumpiness to the normal. I will hit Shift E to go to
Sarah can search for normal. A certain orthonormal. I'm sorry, noise to sure. And hit control shift click. So we can see the noise. Hit Control T, node triangular will add
coordinate and mapping. I need to use object coordinate, plug it and make
noise, for example 54. Now I just need to see the
effects. That's very cool. Alright, let's move
those just a little bit right here and hit Shift a to search for normal map. This one right here, like
the normal to the normal. Now, let's, let's
conduct their color with the color here and
the block of a. The principle B as the F, the skill is very big. I will add maybe 1,050.500
to make it very, very small like this, and maybe even more, maybe 2000. And take the string 2.1. I just need to check the skill or something like this. I think that's will be nice. Now let's add, Let's add some variation
to the roughness here. Shift a and let's search
for massive grave. Thickest you hit control shift click so we can see the effect. And as you can see, there is a little bit of
citric happened here. In this case, I can
use the factor here, other erode here, key and
the smoothest right here. And less. A care of RGB, Shift a and go to
Sierra and just tap, See you are care of a less
other care of I here. The skill, it is very big. Maybe we can add 15,
something like this. And let's, let's give this just a little
bit of details and take the dimension back. Somebody like that will be okay. And now we have the ability to control the result of the mass grave by
using these sliders. Let's take this up and down
and make the effects at all. Suddenly like this. And let's see what three guts so
far and the principled. All right, I need this result
to be more more reflective. Yes, a little bit. I will grab those two and take those down. See the results. Okay. I, I'm sorry, I didn't connect this
to the roughness. Alright, list here,
kit, from here. The result looks okay. Let's kick this area. Very cool variation in the
reference we have here. Okay, This result is cool. I will accept it. Does you go to solid hits like to excite
all the local mode. And let's apply this material
for the other object, Starting with this one in, we can give it to
this area here, Oswald, we can apply it. And this piece here in the fender flyer, right? We give it to the Rocker
panel and let's select this and this one
here. What else? Hold Shift, grab the bumper, hit Control L, link material. And now I will hit Control Alt P to get
rid of this sequence. And let's hit Z
and go to render. I just need to see
what I got so far. The fender from inside. We didn't give it the image,
so that's immaterial. So select it, hold
Shift, grab the bumper. It can throw L and
link material. These details in the
middle, the same scenario, let's say grab them one-by-one, select this and
this one as well. In this geometry
behind the pattern, the pattern as well. Grab it and hold Shift, grab the bumper, Control, L. Link the material. Alright, Very cool. Make sure that you apply the material to the
necessary objects. The fender flyer, the
fender from inside, this area as well. This area. And the back bumper
and this don't forget it's Control L and
link material as well. And yeah, I think just
those in case we want to apply it in any other
place, we will do that. Okay. I will think
there's video and I saw I think we just
forget to give it a name. Yeah, let's give it a
name like dark plus tick. Empty for Material. And yeah. Alright, that's it. And see you next.
58. 058 Materials section Creating the HeadLight MT: Hello again, and
we'll come back here. Let's see, create a
materials to the lights. And let's start
with the HeadLight. Okay. Let's start with this. I think I can give this a normal material
like glass material. That's mean I can pick one of these Materials and see which
one we can pick an outcome. Let's select this one and hits home to frame the material here. Alright, we have the dark
and we have the white. Remember that we sublet it the white to maybe window material. We named it the same material at material that's
been added here. Door materials. Okay. Door glass. Okay. So let's add the door glass to the front
and that's it actually, for this one, we
just need to give it the same material that we
created to their door. That's cool. One more thing. I think we didn't
give it a level. Just need to make sure
that everything is okay. And subdivision surface, let's activate it and delete
weighted normal. We don't need us. That's enough. Alright, hit slash
and now I will hit H to hide this front light. And let's focus on
the next thing. We have this frame. For the frame, we can
give it the same material that we gave it to
the window frame. And I just need to
remember the name of the material is colored
glass frame empty. That's mean, I can
select this and go here to this arrow grabbed
eyeglass frame material. And that's it. It's applied. And this frame here inside, I don't know what's material
we can create for this. What I think I can give it
the same material or I can, alright, I will create new material and I want
it to be reflective. Alright, if I select
this one and I just need to check the activity of this material, right? It's it's reflective accurately. I can use it. Okay. That's mean. I can select this inner frame, hold, Shift, grab this, because I gave this
immaterial and I can hit Control L and link the same
material for this geometry. For this one, the front lights, we want to create a new
material for this one tweaking here I can do actually just taking these faces and
inside gets a little bit. I think that's will be better. I will hit slash to isolate. And the wireframe mode is Z. Grab these vertices like that. And maybe those here as well. And easy to exert
the wireframe and move those insights G. Alright, let's, I just need to make sure that's what I'm doing
is something correct. If I move those inside, I will get some problem
with the with the lights. Would the front light
the front glass? In this case? I just need to fill this gap
that I got here. Alright. I'm not going to move this. Instead of that, maybe I can manipulate this a frame here
and extrude it forward. Maybe. I think this could
solve their problem. I mean, I can tabulate
it won't end. Go to the edges and
select maybe this edge as I got here and hit E to extrude those to the why and move those just
a little bit right here. And from this side, I will let slash to isolate it. From this side, I can
go up this vertex and he'd get wise and
marriage it here. Alright, to get this result. Somebody like this. It's enough for me. And maybe we can check the I just need to
kick the wireframe. Do we need to add extra
edges here are not. Actually, that's not necessary. Okay, turn off wireframe. It's nice to excite
and that's it. The idea is just covering
this garb They got here and I think we can grab those as well and move those to the
way through the X. Just a little bit like this. And that's it. From
this side as well. This select these edges. And maybe those as well, and hit E to the Y. And let's extrude those
just a little bit. Okay, let's hit Select
to isolate those. I just need to make sure that I threw the dose the right way. That's cool and the hood. Okay. I think we
did it activated the subdivision. We can do that. Now. Maybe we can add two level here to make
it even more smooth. Let's check the results. Alright, that's cool. There is no gap anymore. Cool. Now is the time
to create a material to the HeadLight itself. It's like to isolate this and
let's see from where we can start less hitting it to create any new
material for this. And let's bring the
images so I can't, so we can see what
we need to do. Alright, the light here is
imitating the headlights, emitting the light
from the whole line, as you can see here. One of these images I saw here,
like this one right here, I noted that it hasn't an option to keep small area emitting
light and the other off. We need to do
something like this. By using the material, the cell. Can we achieve that? Alright, first thing that we
need to do is we need to add a gradient texture here. It's Shift a to
add in the search for key gradient texture. It can throw a control
shift click so we can see the result and
go to material and review. And as you can see, I have black and white results. Let's make the results a little bit sharper
by using color ramp. So it kept etas here, here. And let's search for rum, less border color on right here. Let's take the white
value like this to make the transition here strong. Okay, that's cool. We need to control this. We need to, I need to
find a way to move this plaque value back to the zero to this level
and bring it back. I need to add some
controllers here. In this case, I will hit
Control T and Node Wrangler one creates a mapping and
texture coordinate for me. Alright, I will use
the object coordinate here on this, the situation. And now I can move
this if I want. Alright, so let's see you. How can we do that? Now if I, many believed that the x-axis
like this, I can move it. I can control this with a value. If I hit Shift eight and search, let's search for value. And let's put the
value right here. By using the value, I can do that like this. That's a great. Now I have the
controller that I want, but I want the same
scenario on the other side. Alright, I need this side goes like that and
decide goes like this. Alright, let's see how can we achieve something like this? In this case, we need to COBie the same nodes, those here. And maybe the same
mapping gospel. And the blog enough vector
to that vector here. And we need to flip
the information here. The Philip, I mean, we need to I want this black side
goes here on this side. Okay. I think I can use, yeah, let's put this as well
here and block the objects. And let's see how
can we flip it. I can't use the same value here. Alright, they can block
this here as well to the location to
control the location. And I will add, rewrote here. Kinda data section like this. Cool. Now we need to flip. That results. On this side, we need
to get a black color, the same thing
that we have here. In this case, we can go
to the color from here. It can front, you
have to collect so it can see the result. Okay, let's move
this right here, just to flip this and
this one with this here. And make the effects to throwing
it and sharp like that. And that's, it's
alright, that's cool. I did this, but I
need to control both of them in this way
I can use the math nodes. Let's search for math. And let's put the
math nodes right here and switch the
operation to absolute. Absolute works like me. You know, I should
have both of them, but if I want to
see both of them, I need to use mix to
mix the tour results, hold, Shift and Control. And sorry, I think we just forget to activate
the green cars. Alright, let's move
this right here. Alright, hold shift
and control and move and right-click, Control, Shift and hold right-click
from this node to this node, node triangular of
all it creates, mix or give me for you. I need to add this
to this book that factor to one and use add
to add them together. And now if I go to the value, I will have the
ability to do that. As I said, absolute
light works like him. You're because using absolute, I got this result.
Alright, that's cool. So I will use this as a mask. All of these. Let's see how can we
use those as a mask. I will add emission, shader, hit Shift a and
search for shader emission. And I will mix between the emission shader and
the principal PACF. Hold Control Shift, hold, right-click and move
the most from here to here. And there we go. And then we have
this. Now we can use this result
as a factor here. Like that. Cool. Now I will plug the mix shader
to the output controls. You have to click here. And
if I want to see the result, I can timber or
lead sweetness to Eevee and activate bloom
and his Z and go to render. Just need to see the results. Give this a little
bit of strength. Two, maybe three. And now I can see
some light here. Everything now is cool. I can change the color
of the American tool, any color I like. For me, I will leave
it white for now. And now I have the
control here to do that. Alright? The material that's,
you see right here, this glowing effect
comes from the emission. And the material that you
see right here comes the from the principal PACF. Now I can make, give this whatever material
that I like for me. I will take it off nice and make it a little bit of reflective. And as you can see, we can see some
reflection here and maybe we can make it
a little bit dark, something like this.
And that's it for me. For this. Okay, afford the image and let's take this a
little bit further. I will use wave tickets G2. Make some effect here. Hit Shift a and less
steric for wave. Wave texture, Roberts. Hit control shift click.
So we can see the result. As you can see, we have
this, this effect. Let's make the skills
smaller like that. Now we got this. Okay, cool. Now we have black
and whites values here and we need to
control that even more. Rice. After that, after
adding the wave to control, I can add a color ramp to control the black and
white value here, if I want to give
priority to the black on the white value, I can use color
onto achieve that. And let's do that. Let's go to search
and search for R& color ramp and
plug it right here. And if I move this,
as you can see, I can make the white value less. For me. I can use be subline
if I want to make the effect very if I want. If I want to make the transition between the black and white. Not sharp and more smooth. Usb supplying something
like this is okay. Nice result I got here. And after that you can plug
this to the color here. Sorry to that. Yeah, to
the color of the emission. Because we need to
control the emission. Let's give this the
time. As you can see, this is the effect. And this is before. If I hit M and tie this
before I add this after. All right, That's cool. Let's go back here and let's
see the final results. Very cool. We got very nice transition here when the lights wanted to be on. Alright, that transition that
we got here is very nice. So I will keep it and I
can control it by the way, and the same type, but by manipulating the color
on that I got here. But what I got here is
very nice and beautiful. Very cool. Let's go back just a little bit. Very cool. Alright, now let's
go back to cycle. And the CO2 we got recycled. I can increase the
emission effects. Let's add, for example ten. Now it's become more sip trunk. And let's hit slash to
excite of all of that. The see, the result here. Hit Alt H to bring back
that glass. I don't know. Maybe we can make the front
glass just a little bit dark. And let's make this unique. I will duplicate it and change
the name tool, HeadLight. Lights. Yeah. Just HeadLight
to recognize it. And maybe we can make the
base color a little bit dark. If you want to make the
effect less, if you like. You have this option. Let's go back here and
let's see the effects. Let's select the lights. Just click multiple time on the same place until
you pick the light. Sort of this Car paint. Again, want to click yeah,
This one right here. Let's change the name tool, head, head the lights. Imagine maybe we can call it, hit Enter or just
to recognize it. And let's take the value
just a little bit. Bag. Somebody like this. Very cool, I like this. Let's see what we got
here in this area. Alright, Very cool. Okay, this is for this
video and see you next.
59. 059 Materials section Creating the front reflector lights: Hello everyone and welcome back. This creates a material to
the light that I have here. Let's select this
geometry first and let's take it to the local
modes and tap to edit mode. I just need to see what's
going on here in this area. First thing, maybe I can select these faces
Starting from this one. And select all of these faces. And those here. And those here. Yeah, that's cool. And hit Shift D to take a Coby and right-click
to leave it in the templates P to
open separate menu and S22 selection to
separate the selection tab. I'll select this face and
then tablet mode hit a, select everything,
and then hit alt E. And towards extrude
along normal and just extrude it back just
a little bit like this. I need to use this as a cover because I need to make this. I need to make this
like glass material. Okay? Okay, let's
select this face again. And this one and the rest. Let's make this small. Then hit Control Plus to grow silicon and then
Control I to target. The face is on the other side. And I need to push these faces, just move them a little
bit away from this. Move them like that. So it's Alt S. And move this hold Shift and we'll
just a little bit like this. Let's go now we have nice
space here, that's cool. Maybe we can take them back. And yeah, that's
okay. That's cool. Alright, so for
this one I can give it any material,
anything, the ark, That's what rock just
creates a new material, hit home to frame the material and give it any dark
material roughness to one. We don't need any kind of
reflection and that's it. If you want to give it a name, go ahead and give it a name. This one, we need to
give it a material. Firstly, this, take this
to the local mode again. Okay, so I will hit
slash and slash again. And let's see what
else we can do here. I will add the door
glass material to this. Okay? And I need to create a new material just for
this phase right here. Okay, Let's go to the
material properties and adding new section here. And let's hit the New to create
a new material for this. And let's call this what
we can call it. Let's see. Maybe we can call it the
reflector, front reflector. Alright. And I need to switch the
principal P as the F2. Another material has Shift S and choose shader and
emission changes to emission. And let's add maybe 15 here. King the color to
something grid like this. And now we have to material, the last material to this and the emission
material just to this face. But when you complete the material just hit assigned to assign it to this phase. Now if I go to Material Review, as you can see now, I have this results in. Let's go to the render and
let's see what we got so far. We got this. Alright. Let's go to them material, to the door glass
material and they will make it unique material, just duplicate this
so I can control it. And maybe I can change
the name to front. Front, reflector. Front. Yeah, I've let's
call this proof. Reflector gloves T four Materials. This fix the spelling here
besides E here and enter. Okay. I need to make
this dark moths whites. Something like this
maybe will work. And I need to tweak
the emission Material. Let's go back to the
emission handless, choose wave fixture there. A way of tickets
church uses here. And it can hold,
shift and lift so we can see the effects. We should see something here. Let's go to the other side. Here we have lines, kinda skill to something small. I mean, increase the number.
Something like that. Maybe even more or less cool. And I need to upload this to
the displacements fairest. Hit Shift a to CRH and
less other displacements, DIS displacements, and choose a displacement
node endless. Put this right here. I can't plug this directly to the displacement
does not gonna work. Okay? Plug this here and blog that color to the height
and height section. Alright, here we should
see some height. Take them mid level to zero. We don't need any shifting and the height information
to any data section. And we need to see the effects. Let's go to the render. And let's activate. Sorry, what's we need to do is I need to see the
emission affects. The supply gets. Now I
should see some effects. Let's take the emissions
that strength to make five. If I changed the image into a principal because the F
Maybe I can see the effect. Let's add for example, for is it's this one. Let's put this up here. And this bloggers. And now I should see some
heights information comes from the displacement. Can control its from here. Can add any number I want. But because of the
image can just give me a lights. I can see that. Okay. Alright, anyway, let's
plug this here and less used the wave and
the amacrine as well. I will hit Shift a to
search for rum kiloohm. And this would the
killer on bright here. And let's plug that color to the factor here and the
color here to the color. And King the color of these two. If I want this
color to be right, I can go to the white and make
the white rate like this. Okay? And I can control the space here and tools,
for example, B-spline, I want to make, if I want
to have more gradients, color here from the other side. Let's see what we will get here. From the other side, we will
go something like this. Alright, if we like
that, That's cool. We can see what are
finished. If we don't. We can keep the scale to maybe 150 and make it a little
bit pig like that. And maybe we can change
the emission string to maybe 50 and make a strong. Now when I hit slice through
exactly see the effects. Alright, now I have
something here. I will look, can
throw be to target, small area to render it. There is a lot we got
very nice and beautiful, but I think we can make it big because it's a
little bit small. It's like to excite, sorry, let's hit Control Alt V to get rid of this rectangle. And let's select
the light again. And let's hits like
to isolate it. Selected slash and talk to
the ethmoid endless mix, some tweaking here
from the top maybe, or at least got to
front Ferraris. I just need to see, do I have any tilde cellulose? These vertices are right
here and let's hit G twice to slide
them just like that. And now I can grab
the whole group here. And maybe we can go to France. And he'd key to move
those maybe right here. And from the top, we
just need to edit this line like that. Alright, something like this. If you can't get
correct results, you can, you can select
this vertex, for example, with this vertex maybe and hit F to create a guide
line between them, hit F and use this line to fix The problem that we got here. Now you can select
those and move those to the why to this
guideline, and that's it. After that, you can
go to egg crop. This hits X E to
delay the edges. That's it done. And
what we did here, we should see it on the
other side as well. Alright, now let's go to
the material and review. Very cool. Now we got this long years. Now it's become longer.
Alright, that makes sense. Let's hit the slash and
let's see what we got so far. That's better. You can do the same scenario that we did here to the
front light, if you like. Let's go to Solid first,
let's select this one. Whereas the thin listed
select two isolators. And maybe we can go
to Materials, Review. And let's go back
to the material. We can control it. Less add gradients, color, texture, and hit control
shift click so we can see it. And I need to control this with mapping and take a
short coordinates. I will hit Control T to
do that. Now we have it. Alright, so let's
add color ram here, Shift a and let's
search for rum. Plug it right here so
I can make the effect carob or just take
the white to black. And that's it. But I can't see anything here. I need to move one of these axis so I can
see something here. Let's move the x-axis and
let's see where is it. As you can see, I got it. And now I can make this
a little bit sharper. But I don't want this
effect to go like this. I need to go from up, down or vice versa. Okay? In this case any to
rotate the effect. And maybe I can use
the Z rotation. Let's rotate this to
positive 90, like this. And then maybe I need
to zero out the x-axis. I don't think that anymore. Maybe I can now work
with the z-axis, I think. Or maybe why? Alright, I think XCR X, we could stick with the x-axis. Now I got this fixed. Alright, let's check the
effect on the other side here. In the other same scenario. Cool. Alright, That's very cool. Okay, this is a mask. I got a mask here. And I need to use this Basque
and mixes with this Imogen. I need to use the
principle be SDF. Okay, and hold Control Shift. Click from this to
this to create a mix. Shader endured this
one as a factor, and go to a material preview. Hit Control Shift and click on this so we can
see the result. So Adding this here should give us the ability to
make this on and off. When I move this up and down, as you can see here, I
can make it on and off. Alright, let's go to sacral render. And let's
see the effect. Now. As you can see, I
can turn this on and off just by moving the
x-axis and that's it. Let's try to either value here, Shift a and value. Let's see what's
gonna happen if I use the value here to the location. Yeah, you can use
the value here and this tweaking. Pretty cool. But you need to be careful too. If you want to control that. Alright, let's keep this on. And yeah, that's it. I think. Now we got very nice results. It's like to exit
of the local mode. In now we have some
migra here. Very cool. What I saw, this is it for this video and see
you in the next one?
60. 060 Materials section Creating the back light material: Hello everyone and
welcome back here. Let's see, create
a light for the, for this light and back reflector light as well.
Let's start with this one. Okay, Let's see how
can we do this? Firstly, select this
and hit H to hide it. I just need to see what we have done inside here.
Alright, that's cool. I will hit Alt H to bring
this back and select this. And it's like to isolate it to work with this one
alone, touch it is mood. And maybe I can grab this face
and make a small inserted. I like this. Okay, somebody like that, maybe. That's cool. I can give
this a specific material. Alright, we can use the same reflector
light that we created. This one as well.
That's will walk without any problem selected. And I think we got
some problem here. Alright. I will add slash to excite and
let's pick their material. Just need to make
sure of something. Here we have to material
that's called okay. I need to add
another second here to use the front
reflector lights or what? Rights? Front reflector glass
material, we need to add this. Okay. Where is it? Yeah,
this one right here. And let's take this down. Let's put this above it. It's like to isolate it. So the front reflector, reflector or a glass material is applied and general
on the light. And this one, I
need to apply it on the selected face tab. Select the face that
you want and select the material that you want to apply it assigned
to assign it here. Now here's Z and go
to Materials Review. I just need to save the result. Alright, I got
something right here, but the result is not
exactly what I want. Let's tab and hit Control. I apply the scale in case we have some problem
with the scale, actually, we don't have any
problem with the skill. Let's see what else we can do to edit this further
and make it better. The front reflector,
maybe I can make it unique materials so I can
tweak it and make it better. In this case. If I change anything here or
the king, but I will make, well effects will affect the
lights that I created here. And by the way, I think we got very
small problem here. We just forget to fix. We just need to take this
down just a little bit. Because somebody
like this. And here we don't have any problem. Yeah, That's so in this case, I will make the material unique and work with
this model alone. Tab and select the material
that you want and duplicated. And Liz, I will
leave it like this. Or I can say front bumper or reflector
and delete this number. We don't need them. That's cool. Can go to material IRB review so
we can see the result here. And now we can make some
tweaking and tweaking. You can, you'll
want to do it here. It will affect this slide alone. Scale is too much. I will take this killed back
to something very small, maybe less, add five. Alright, this is the
effect with five. Did we assign it? Alright,
table hit Control I to invert the silicon and the club this one and
assign it for the rest. That's very important
thing. Alright, cool. Now, it's like to
anxiety in that school. One more thing, I need to
control the, the value here. So this is on and off. Cool. That's cool. Maybe I can manipulate the the front reflector or glass material and make
it a little bit upright. But if I make this upright, That's will effect
the other geometry that I applied this material on In this case, I will make
this one unique as well. And I will delete lists are the front bumper just
to recognize it. And delete the other details
that I have here. Enter. And now it's become unique. And now I can make this
a little bit brighter. Something like this.
Alright, let's cool. Let's go through this material. Let's manipulate the value
and see what we can get here. Alright, slash like that
and he Z to render, I just need to see the result in general layer.
What's gonna happen? Alright, cool, I like it. Let's go to the side. And let's see what
we can do here. I just need to see
what's inside here. The silicon, this one
and hit H to hide it. Alright, here we have
some stuff here we need to deal with. And here we have frame. For this iframe,
Let's add a frame. I remember we created
frame Material lists type frame fraud, sorry. A glass frame frame. Just give this the same material for this
slide right here. I can give it a front bumper
reflector light here. And maybe I can apply
it on this one as well. Select this face, hit P as two, separate it and give
it the same material, grab it, hold Shift, grab
this control L link material. And we can merge
them by the way, hit Control J to America. I
think that's will be better. Oh, that's cool. What else? For this one? What material we can apply here? Actually, I will give it the same frame material
that we created. Okay, to that frame
of the lights. Select this whole
thing of the glove, this control L link material, and this focus on
this one alone. Alright, let's go to
Materials Review. I will select it alone
and go to material, preview it to Z and
go down like this. And let's see the
effects working here. Or nodes can throw live lice killing kids who have
problem with the skill. And yeah, cool, it's working. And actually I like this effect. Alright. I liked the line to be on this side and
this one is smooth. It's very nice. Kayla sits like to excite and
let's select this. Select this. Whereas it, sorry, this hits Z and
go to solid ferrous. It's Alt H to bring this
face bag selected and let's give it a darker glass material. And now we can go to render so we can see what
we will get so far here. Alright, this is the
result that we got. I think we have some
problem right here. There are something here
blocking the light here. I don't know what is it acutely? I will move this manually. Yeah, this is the problem. I just need to see
why that's happening. I think we have some overlapping
with the phases here. In this case, I can
select these faces. And maybe I can leave this one and hit Alt
S and just move them away. Halt S and butt. Just push them
like this insight. Alright, holders, and
move them like that. And hit slash. And let's go to render. These phases still
Select, By the way, India, I fix them, tab out. And this, now we got
very nice lighting here. It's very smooth and
beautiful, actually. Cool. What about this side
right here? The same scenario. I can grab this, the front glass and hold Shift, grab this to give it
the same material Control L link material. And I can hide the
timbre or less. So I can work with this. Let's add a frame Material. Search for F. Alright, so glass
frame Material, yeah. And for this we can give it
front bumper roof lecture. And let's hit Z and go to render so we can see the
results are Materials Review. I think that's will be better. Alright, cool. Now we got this,
but for this one, I will make the material
unique just for this and duplicate it. And let's see what
name we can give it. Let's delete the front. This cold, let's call
it Tag, bike, bag, light, reflect,
reflector indices. Alright. And now we can change the scale. I don't know how much
we need to add here, maybe 40 and hit Enter. Alright, 40 is looks nice. Hit Alt H to bring
the, the glass. And now we got
something cool here. We got very awesome result here. I noticed here in
this error we didn't give this door I material. So I will select it and
the whole to have to crop this Control L and
link material. As very cool. Alright, I think we
made the light ready. You will forget anything. Alright, That's very cool. Okay, So I will end this video and let's see next
what we can create. Okay, So that's it
and see you next.
61. 061 Materials section Creating materials to the suspension parts: Hello again, listed create a
material to the suspension. Suspension parts. Okay. Okay. Let's start with Shock absorber and let's give it the material. The shock absorber
should be like silver. See that we have
an MH can show us. Okay, this, select this one and Control Shift R so we can
make it a little bit bag. And this here, which
MH we can use. All right. I don't know if I have
do we have an image shows the shock
absorber? I don't know. It seems like we
don't have alright. We need to give it
a silver material. Maybe I can see
just a little bits from the shock absorber. Alright, something
like this maybe. And let's see how
can we do that? Let's take those out. We don't need these
images and select the Shock absorber and hitting you to create
a new material. And now we have
the new material. Take it the metallic
to one so we can make this metal and take a
roughness to maybe, I don't know, points 0.1, maybe somebody like that. Maybe I can make this
a little bit darker. Somebody like that. And yeah,
that's, that's alright. What about the rest parts? Let's call this shock absorber. It's enter just to recognize it. And you can add here
empty for Material. And listen like this. Hey, let's give it a Material and let's call this suspension. Suspension empty for material. And let's make this dark,
something like that. It's like to isolate it. And let's add noise to
give this bumpiness. Noise texture. And less normal
map. Sorry, bumper. To plug this to the normal and plug this to the normal as well, the color to the normal. It can throw Shift-click first, let's go to them
material and review, and then hit control shift. Click on this so we can see
the result of the noise. I will hit Control T to add a short coordinate and
use objects coordinate. And that's very cool. And let's see what
else we can do here. Let's make the skill, maybe 20, something like this and go to the
material, plug it. And let's see the result here. We don't need that much of roughness and we need to make small tried to
click here the smooth. Alright, so we got some weird
the problem right here. I don't know why
he has happened. Alright, I think
we need to clear. Sorry, we don't have
any extra normal here. Okay. Right-click. Create the smooth. Let's go to solid. Do we have any problem with face orientation? No, we don't. Go to Material Review. Hold Let's go to render. The sea was going to
happen in Blender. I will make this even darker. Something like that. Let's take just a
little bit down. Sorry, I just made
a mistake here. It's wrong to to to conduct the color to the normal
should be here in the height. Because of that, I got
this weird shading here. Alright, this is, that's why
the effect is very strong. So I will add point to maybe
make the effects less. Still, but still too much 0.1 Okay. Maybe something like that. And we have the ability
to control the Materials, Review to control the
noise even better. So I will hit Control Shift, right-click on the noise itself. And let's give this just
a little bit of details. Alright. Let's see
before, after. Let's add, for
example, I don't know, maybe three hits Enter. And now we got
extra details here. And maybe we can
use this torque in just a little bit
distort the results. Something like this maybe. And let's use that. Let's add 0.05. Maybe. Let's go to the render and let's
see what we got so far. Can throw here to click
on the principled. And less can throw the
roughness with massive grave. Hit control shift click. So we can see the result. Use this as a factor. And let's use the skill to make this a little
bit big like that. And let's add the detail
and take that dimension. Bad, guess a little bit. And maybe we can put into details for just a
little bit as well. Make it a skill a
little bit smaller. And Shift a to add curve. How to cubic care of to
control the value here, the black and white. And I guess nice subtle
effect like this, maybe in the bladder to
the roughness can talk. You have to click
on the principled. And now we have some
variation here. And that roughness. If you want to make the
effects it wrong, you can try that
and make strong. Maybe can, I can take those
down just a little bit? Or just become too
much reflective. Alright, if I leave
it like that, it's okay and very beautiful. As you go to solid now,
it's like to excite and I need to cope with the
same it here for the rest. Select the, select
this and what else? Select this piece here and
this one here as well. And hold, Shift, grab
this hit Control L and link material to
link the same material. And for this piece right here, I can give it the
same it here that we gave it to the Shock absorber. Maybe, I don't know. Maybe we can check
the images again. Alright, so this
is not good image. Let's check this one here. Or maybe we can create a
new material for this. Like aluminum,
something like that. Okay, let's give it this
immaterial selected hold Shift, grab this Control L
and link material. And I just want to isolate
those two and go to to render. And maybe here we can make some editing by using
that roughness. And make those a
little bit rough. I don't want to make those
have a sharp reflection. Something like this. That's nice and beautiful. Yeah, that's cool. And we can do the same
thing for the wheel. By the way, we can give it the same material as we gave
it to the Shock absorber, can throw a link material. And for the bolts here, this one maybe, and this one right here,
hold Shift to crop. This can throw a link material. For this piece right here, we need to create a rubber
material for this selected. Did we gave those
immaterial name or the suspension and this is
shock absorber, that's cool. This one Creating new material. And let's call this, I think they called Driveshaft empty for material. And let's make this
dark like that. And what else? Maybe we can Coby
the same noise here. Those who can throw C to copy them and paste
them right here. And the blog, the
normal to the normal. And select this one hits
like to isolate it, go to the render so we
can see the result here. Alright, so this is the
result that we got here. Okay? Okay, okay, maybe we
can make the skill 50. Make it a very small.
Okay, that's cool. Even the roughness, I think
that our friends, It's cool. If you like, you can take
the roughness from either replace or maybe we can take
this bag just a little bit, make it a little bit reflective. And the others called for
this. It's like to excite. And all what we need to
do now we need to take the same material
that will be applied here on the other. Man really. Let's start with this
piece and this piece here. And this shaft all
to have to go up. This can throw L to
link material from this to this. Okay? Select this one and port here, and the wheel and this, and maybe this one as well. Hold Shift, grab the shock absorber or
Control L link material. What else? We didn't create
the material to the disk
62. 062 Materials section Completing suspension and Disk brake materials: Let's, you can we create
a disk Material selected? Let's hit Select to isolate it. And let's go to
material and review. And let's create a new
material for this. And let's call this Disk brake. Alright, called Coca-Cola's. See, from where we can start. I will use noise to get sure Farrell's this hit Shift
a to Serif or noise. Noise to your sure, I end
this hit control shift click. So we can see the results. Change the scale to
something small to maybe 50 or maybe 60. And make the skilled like that. Maybe we can give it a
little bit of details. Alright? If you'd like or you
can ignore that. And we need to use
a gradient texture. Hit Shift H is here for
a gradient key era. And here we have it. Okay? Alright, let's
put this right here. That's cool. What I need to do, I need to use the a
spherical effect. The linear, if I hit
Control here to click, will give me a linear effect. And if I choose forgot, I wouldn't got spherical effect. And we need to use
spherical effect. We need to use tickets,
truck coordinates. Let's search for
coordinate C or, or. And you will have
it lists a blog, the object with a
vector right here. Alright. After that, let's add the mix, arguably a TFA, and
let's search for mix. And let's put this right
here. Let's move those. I just need Chrome here. Maybe I can put this right here. And let's plug the factor
to the color to here. And we need to use the albeit coordinates in the
color one like that. And push the factor 21. Let's see the rest of
their control Shift-click. After that. We need to like this with a noise
texture vector. And let's see what
we got so far. Alright, so now I got this circular effect.
As you can see here. I can control the
scale of the noise, can affect the result here. And I can kinda
factor of I like, thus can give you
another result. You can add one or maybe points
8.9, something like this. By the way, you can ignore
them X if you like, you can blog of the factor directly
here to the Victorian. You can still have the results. But I got I put them
right here so we can control the
effect of the effect, the scratches that
radial Christ here. Okay, Let's put this back here. Me controlled by this. The same thing for this line. If I cut this line like this, I will lose the
ability to two Kings. That affects, maybe I can change these circles as you can see. But if I plug this back here, I can get another effect. If I put this color tool, can get effect like this. Alright, so here, here we have, you have multiple choices. If you would like to connect it directly or you can
use the Smith are too, keeps something with extra
can't lot controller here. Okay, this is the idea. Alright, let's see
what else we can do. Where are we should take those? We need to use
those in the maybe we can use them in the roughness
and even in the color. Let's hit Shift a
and the search for rum, I mean Keller on. And let's put this right here. And let's plug this to
the base color here, hit Control Shift
on the principles so we can see the final result. And let's move those just
a little bit right here. In now I have the
ability to pick the color that I
like. For the whites. Maybe I can make it a little
bit them. That's cool. And for the metallic, let's push this to one
to make this metal. And for the roughness I can control that offers
from here as well. Hit Shift a to
search for care of. And let's put the care right
here, like the character, that roughness and the black, the color to the color here. And now we can control
that softness from here. I will hit Control Shift
click on the roughness, and let's see what we can Do here. Let's take the black value up just a little
bit, not too much. And white value down. Maybe this one as well. Alright, I will
hit Control Shift, click on the principles in a
week or something like that. We can tweak this
even more if we like. Alright. Okay, so we got this. I think the color here
become very much darker, so I will make it a
little bit brighter. Somebody like that. And
for the plug value, I think I need to make
them a little bit white. Something like this. And let's see what
can happen if I used all of that normal
hit Shift a to search for bump less obligor the normal to
that normal right here. And let's take what we, let's take the factor here. And the blog is to the
height information here. Let's give this yes,
other bit of time and let's see what
we will got here. Well, that's crazy.
And too much. Let's add 0.1 enter. Alright, that's still too much. Okay, 0.02. Alright, It's very subtle
effects as very cool. What about this era
area in the middle, we need to give a
darker material. Alright, so let's go to
the Materials section and let's hit Plus to
create another socket. Here are a slot to endless. Duplicate this material here is called steam is Disk brake. Just go to this URL right here. This arrow will work as well. Disk brake and select it so that we gave this
the same material. We need to make this
unique, duplicated. And let's call this inside. Just to recognize it.
Touch the ethmoid endless. Select this face
here in the middle and select this
inside material I had assigned to assign
it and tab out. And let's make this
a little bit darker. I can do something here, by the way, I can add. Care about Quibi right
here in this area as well. Shift eight to search for curve. Let's put this right here. And let's take this down
to make this darker. Alright, we should see
something right here, okay? Alright, cool. What else we can do here? Maybe the effect of the
noise that's too much 0.003. And either effect
to be very subtle. And we don't need this
Socratic is actually here. In this case we can, alright, we can use
this to fix that. This take those, make
this color close. The white end and
the black color. Alright, that's cool
for this, I think. And maybe it's not so quiet
reflective at should be off. That's mean we can take those up and make it a little
bit rough, not too much. And for the bumper, I don't
think that this works here. I think we need to give it
another kind of pump here. I think we don't need all of these can throw X and
dissolve them acutely. And even this, we don't
need it, we can ignore it. Alright, let's hit Shift
a to search for noise. This noise, texture and less both the Clara and the
height information. And hit Control T to add
texture coordinate and mapping. Plug the object
here to the vector. I need to use object as
coordinates for the noise here. Okay, maybe Control
Shift and click on the noise texture so we
can see the result here. Sql is very big. I need to make it smaller. Maybe I can ask 60 here. I still to much less ADH. Maybe 500. Let's make it a very
small like this. And let's give it a little
bit of details maybe. And distortion
just a little bit. And we now only see
what's gonna happen here. We can see the effect because
the string is very small. So I will, I will add 0.1
and I can take the color, I make it a very dark. And the roughness, I think that's too much
for the roughness. Alright, let's
become to make dark. Something like this. I
think that's all working. And the same thing we can
take the strength even, make it even less 0.0 to
maybe something like this. I think it's will work. And yeah, I think that's
it's for the Disk brake. Now we can Coby
those materials for the rest. Let's go to solid. It's like to excite. And okay, let's select
this one right here, and let's give it this. Whereas it brake material. Hit Select to isolate it, tap and select this
face right here. And let's add another
material here. And let's search for
Disk brake inside and assignment for this tab
out to Z and go to render. And let's see what we got here. Alright, in cycle render, the result is very cool. And by the way, I think, I think we can grow the
selection even more like this. I think in assignments
I think that's will be better in more, make more sense. Alright, Very cool. Okay, in this case, we can select this, sorry, it can throw
up last couple time and assign the
inside material. In the same scenario that
should have been for the rest for this Disk brake. And let's give this the
Disk brake Material tab. Grab this face can
throw up last couple of time and the list
add another slot here and search for Disk
brake inside and Assignments, tab outs, that's its excite. Go to this one, the final one, selected, hit slash isolated, give
this Disk brake tab, select this face, can throw
up last couple of time. Add another second here. Search for a break inside and assign it for this
liquid phases. Tab out or let's
go to the render. I just need to see the result. Very cool, Very awesome. This excites and what else? Let's select these
details and let's give them the same materials. This and this one. Okay, hold Shift, grab this
can throw L link Material. Let's select those here
and this one hold. Yeah, maybe those here
as well on the side. Alright. Hold Shift, grab this control L, link material and sit like this. And the bolts here on the
other side, crop the bolts. This and this one as well. And let's give it
the same material that we add to the
shock absorber. Altogether club this
control L link material. And we just need to
select those here. Hold shift to grab this
can throw L link material. And let's see what
we got so far. We just forget to add the
material here for those. And let's do that right now. Let's go to solid. And let's select these
two pieces right here. Hold Shift, grab this to
COBie the material for them, Control L and link material. Silly, this piece of
rubber hold, hold Shift. Select this kobe the material, material from this to this
control L link material. And the bolts. Yeah, shock absorber. Very cool. Very cool. I think we add the material for the all necessary objects. And before I end this video, just need to make
sure that I gave this material that I want and yellow school rights that we
forget anything else here? Alright, I think that's it's we other than material and to finish the suspension Materials. And yeah, we got very
cool result here. The final thing that
we need to do here, we just need to
give the wheel cap, this immaterial of the bumper. Go to solid, select all the wheel cups and
those here as well. And those hold Shift,
grab the bumper, for example, can throw
L link material. He does a great. Alright, so this is
it for this video
63. 063 Materials section Finalize the exterior materials: Hello again. We didn't create a material
for these panels. This one and this one as well. Let's select anyone. Start with this one, hitting you to create a new
material and maybe we can call it maybe windows panel. And hits Enter. And I will hit Select to isolate this
and go to the render. Let's make this dark. And what else? We don't need any roughness. Or maybe we can give it a little bit of
reference like this. I can add another
layer above this. Let's add glows, he
or glossy be SDF, hold, Control, Shift and hold, right-click and
move the most from this to this like that. And the Aldon Node Wrangler
will mix them in the factor. Let's add the front Neil
effects in the blood get here. And the softness of the gloss
you will need to be zero. Now we got this results in, we can add this material
for the forest. The syllabus hold, Shift, grab this and this one as well. It can throw, sorry. Make this one that active hit Control L and link
the same material. What about this
piece right here? This one, I think we didn't
give it to material. This I will give it the same material that
we add it to the body. Hold Shift, grab the body
can throw L link material. And what about this one? I think we can create a
new material for this. We can call it the
rubber hitting you. And let's call this rubber. And let's make a dark firstly
sits like to isolate it. Is you can go to render.
Make it as dark. Somebody like that. If you want to give the
subsurface scattering, that's okay, or you
can, can ignore it. Let's add Musgrave texture. I think we can Coby NMS
grave from anywhere, maybe from the tire. Okay. Let's select those. Hit Control C to copy them. And let's go back here to this hit Control V to paste
those right here. What's, we need? The mass grave nor the noise. Alright, let's do it
again and got the tire. Select those can throw see Coby. Go back here, control V and
yeah, okay, that's cool. Plug this to that softness and the tickets your coordinates and use objects as coordinate. It's like to isolate this. As you can go to render, can throw Shift-click so
we can see the results. It is a very small,
maybe the scale I can add five, make it big. I don't know, maybe we can
add more details here. I get that. And let's see the result here. Alright, now we can see some
very, that's very cool. Some bumpiness. Maybe we need, Let's
go to solid with slash to excite from
the local mode. Go to the tire and less
take all of these, can throw C to copy them. And let's go back here. Control V to paste those here. Like the normal to the normal. And it's like to isolate it. Go to around the Rosie
and go to render. And here we have some bumpiness. Alright, now we have some
bumper this right here. Okay, maybe we can make the
effect a little bit less. 0.004. Make it very subtle.
Okay, very cool. Cool. And for this frame and this one, we didn't create the
material for them. I just need to understand
the material here. Just need to take
a look like this. You can recreate it. Alright? I just need to find
close image right here. I think this is a reflection All right, I like a metal here. We have an enormous are
quite sure actually. But let's try to find a nice image here so
we can understand what we need to create their rights. Are it seems like that we
don't have a good me here. Yeah, we don't. Alright, let's put these images
right here and less. I don't know. I'm thinking of taking the same material from the
bumper and copy it here, or create a new one. Alright, let's see,
create two material. One for this and one for this. For this one, I can cope with the same material that we add to the bumper and fender or flyers, hold, Shift, grab any piece. It can throw ALL and link material for these
small pieces as well. All TFT grab this with the material control,
a link material. So now we gave
these same material that we added to
the to the bumper. Dark plastic material. For this one, maybe I can
create a new material for this. Or Coby, the same material that we added right here
That's will walk as well. So select this one, hold Shift to crop this. The windos panel, maybe I can give them the same material. Hit Control L and hits
choose link material. The syllabus hits
like to isolate it. And now we gave
it windows panel. There's this material right
here is you can go to render. I just need to see
the reflection. Alright? The reflection is
very strong in this way. I can go to the glossy, be as the F and take, take this down to make
the reflection less. Something like this. We'll walk. And the same time we can, can throw a lot of
this if we like. We can do that. Let's you go
to solid and less and less. Take any roughness we created. For example, you remember when
we created our office for the tire or mass grave
and the ark up care of. We can grab them, can throw see, copy them, and go here
and hit Control V. But I just forget
something here. When I changed the
glossary as the F, the same change happened to those panels because I
didn't copy the material. I guess forget that. So what I will do it as I will copy it. And King this to maybe
let's call it back. Cover. Maybe we can add
empty for material. And for this panel, I will take this color
up almost right here. And that's it. We solve it. Let's go back here and
let's hit Control V to best the massive grave
and our cubic curve. And less of like this. You can block this
here and here. But if you want to make
the effects it's wrong. You need to like it. Maybe right here.
What's formulas? See the result of I.
Plug it right here. Let's see what I can get. Let's go to the render and
let's hit Control Shift C, sorry, Control Shift click. So we can see that result. Alright. Let's hit the Control T to add texture coordinate
and use objects. Something like that. Or
the school can hold Shift. Click on this. In. Now we can see some variation
here in the roughness, but that's not working. I think we need to
change the scale maybe to something small
like, I don't know, like seven, hit Enter and manipulate
the result here as well. I have the ability to
add another curve, shift to a and less scary for curve to control this further, or F20 like for example, here we have a high reflective
area like this right here. Lets me this error
is black too much, we have too much. It's dark. Let's see. I can take the darks sports to the white and I can
make the effect less here. And the white sport, I can make them a
little bit dark. Let's talk with the dark. Let's make them a little bit Brighter like this. And parietal is made
them a little bit dark. To get out of
flicking in general. Maybe you can take this
down just a little bit. And maybe this one we can
take it even more like that. Alright, so now we can
see some reflection. And the same time we
have a variation. If I hit Control
Shift, click on this. We have fairly subtle
variation here. Less blog them. Mixed shader can
draw Shift-click. And we got this. If you want to use the same magic grave or
the roughness texture, if you want to use it
here, you can do that, but you will ruin the soft reflecting
that we got right here. If I plug this here, as you can see, it's
become Ralph and I don't like that actually. I'm not gonna do that. If you want to control this
even more, if you like. You can add another care of here and make
the effective very, very severely for like
Does going to work. Let's give this try. Maybe I can hit Shift D
and kobe that care of. And let's put this right here. Let's add a railroad
maybe. Alright. And the dark spot, I need them. I will take this
back to zero so I can see some sharp reflection. And the whites, I don't
need the too much white. Let's take this right here. Now we retrieved a little bit of the reflection and we still
have some variation here. So now it's working and
this result is cool. And that can accept it. Very cool. It's like to excite. Very nice. If you don't like the material
that we applied here, we can use the same
material that we created to the door and
apply THE right here. Okay, This is nice
option we got here. Let's hide the door, the cover, and let's see what
else here we have inside. We didn't gave those immaterial. Let's select this and maybe
this right here, hold Shift. And let's give them the same material as
we added right here. The dark plastic can
throw al and link material and the
body from inside, select all of these
pieces and give them the same material that we gave it to the body
from the outside. Grab any piece with the material and hit Control
L and link material. What else? These pieces, this one and this one,
hold Shift, grab this. You can throw L link
material and we have this plastic and
maybe what else? Yeah, that's a glob this and
this one on the other side. And let's give the
dark plastic material. You can go here as
well in search for dark plastic empty for material. Do we have anything
else here to do? Okay. Okay. The small right here. It should be a lights. And let's hit slash
two isolated. Let's see what we
can do with this. Alright, let's tap it edit mode and let's select
this face. Maybe. I think we can hit key twice and the slide is just a
little bit like that. And then hit Shift
D to take a COBie. Or I think we can use insets and instead
of that hit I to insert. Let's insert this
right here and use this face to give it
a specific material. Well Ferris, Let's tab out and let's add
the class material, whereas it's what we create
here, a glass material. We create the material
for the wind, for the windows,
the side windows. Alright, glass material. Glass frame. Yeah, let's pick this one and let's see what we have here. Alright, we have the dark
and we have the white. I'm not to remember
the name accurately, so I will select this window Ahad, Doris plus Material. Cool. I need to give it
the same material. This slide here. The search for doors. Yeah, that's fine.
I hear a school. And we need to create
another slot here. And we need to pick the material that we either
to the front lights. The emission,
HeadLight, emission material maybe because
it is white material. Alright. Headlight emission, cool. Syllabus. Light hits
like to isolate it and less steric for HeadLight
emission and pickets. I need this emission material to be applied just on this face. Socially, the face to face
mode, select the face. And it's assigned to assign this to this face
and not assigned. Alright, that's cool. This
tab out and let's hit Z and go to material IRB
review or to the Render. If you like to make this
unique, you can do that. Or if you like to
leave it like this, just leave it like
this is very nice. I think we can make
the door or glass material unique and maybe
we can make some king here. Or I can leave it
just like that. And that's it. You to go to solid and that's
it. Let's excites. And I think we gave all the necessary parts of
material except this here, hold Shift, grab the body
Control L and link material. And this piece right here. And what else? Did we
forget anything here? Alright, we didn't
give this a material. Grab it, hold Shift. Let's select this control AL that you with
plastic material. I think Material. Let's give it a body material. Can throw L and link material. This piece right here. We
give it a material. Alright. I think that's, it's, we gave everything material
just for the interior. We need to give a Creating material for the interior, simple
materials. Okay. I will hit Alt H to bring their lights front
light details. And the back. You're still working. Still working as cool. Or I saw it for this
video and see you next.
64. 064 Materials section Creating materials to the interior and fix some problems: Hello everyone and
welcome back here. Let's move to the
interior items that we, we added, the interior
etcetera collection. So let's turn of
the rest like that. And let's keep the interior. Alright. Let's talk with the cushions. Let's select this one. And let's hit in you to create
a new material like this. Let's call this
bacterial archonship. Let's move the
header. Hit Enter. And I'm not going to
focus on the interior to match the material itself. I can make it simple,
not complicated. So I just need to make it dark
as a little bit like this. And I think we can
hit Select to isolate it and make it a
little bit reflective. Take a to 0.3, maybe that's will be okay. Somebody like this
will work for me. Alright. Let's hit Select to excite and let's
select the other pieces. And those here in the
bag as well, crop them. Hold, Shift, grab this
can throw L to COBie, the material to the
rest. For this one. Let's hit in your
material and let's call this bag cushion and hit Enter. And let's make this
a little bit white. Something like this. And maybe we can take that
average just a little bit. 2.3, 0.35, sorry, 0.35. Maybe his Yan go to render. I just need to see the results. Alright, maybe a
little bit whiter. Suddenly like this. And let's copy those to hold
skeptical of this control L, link there material,
the same material, we can add it to the dashboard. Select the dashboard,
hold Shift, grab this control
L link material, and this area right here, we need to make us a dark. Okay? We can pick the same material that we
added to the cushions. Frame as well. Selected
and select the ground. And what else we can select these details has will hold you up the club this
Control L and make material. Alright. For the steering
lyse create a new material. And let's start with
this hitting you. And let's call this theory. And I haven't image right here. It's not a black gray color. Okay? So this graph,
something like this. Let's change the color
to something gray. Something like that maybe. And let's take about
optimise to maybe point to when to five. And yeah, this is for this one and for the
handles. All right. Let's create a new
material to the handles is called this steering. Steering handles. And the same thing
that we did here. Let's give this a
dark gray color or dark gray,
something like this. Maybe we'll walk can
take it to the middle. And the roughness I need
to make this rough. Let's add 0.8. Hit Enter. Or maybe we can add points nine, enter, something like this. And yeah, that's it. I'm not gonna focus on that too much. Alright, select this
one, hold, Shift, grab this to take the material from this piece to this piece. Hit Control L and
link them Material. Let's put this
right here. Maybe. I'll write for this one. Let's see what's
material we can give it. We can create a new
material for this. And we can call this ring metal And let's change the
color just a little bit. Something like that and
take that off this 2.1. And that's we don't
need to make anything, any change, anything else? That's it. Alright,
something like this. The CMC and I would take
this material to the side, select this hole here, the club, this Control L and
link them material. And this one maybe we can give it the same
material as we add here. Select this whole
theory of the club, this Control L and link them
Material and go to render. And let's see what
we got so far. Okay, I guess forget
to other screen here. And let's create a quick list, not going to take too much time. Try to understand the
size of the screen. Maybe we can pick four polygons for the
screen, something like this. Maybe that's too much, maybe four, That's enough. I will hit Shift D to take
a globe of these polygons and leave them in assemblies and it P as two, separate them out. Select this tab,
crop these vertices, Keith wise Alt and move those just a
little bit like that. And the from here and Keith wise Alt and move
those just a little bit here. Alright, hits a and
then E to extrude this, give this a little bit
of thickness and less. Grabbed that. Now let's
select the corners. Okay, go to the edge and
then hit Control Alt, click to or less grabbed the man will
actually select this one. And let's go here, up this and this one right here, and this one here. And manually I will develops can throw,
be in double them. Let's add some edges, are the corner and make it
smooth like that. That's cool. Alright, after that, I
can grab the outer edges like that and give
them a bubble weights. Let's move that
image right here. And let's go with him
and Bevel weight to one. And the same scenario
for this side. Alright, I think this, we need to make some
variation here. Let's check the image again. Because I don't know
from here it's a little bit sharper and from here I
think it's sharp as well. Let's focus on the back side. Give it the bold weight to one. Alright. We forget
these edges here. Alright? And we can now select these faces and maybe
we can hit I to insert, insert those just a
little bit like that. And maybe we can throw those in. It's E. Yes, a little bit, not too much. Alright. Let's grab these edges. Alright, let's turn
off bevel timidly. I just need to see what
I got here so far. For those two edges here. Let's give them bevel
weight, not 1.5, because I need to
make the bevel here a smaller and this
one as well, 0.5. Okay, now let's activate bevel. And let's check if we have
any overlapping here. All right, everything looks
nice and smooth. Cool. Right-click hit smooth and
activate Autosomal with him. He is activated. Very cool. In case you
have problem like that, you can check the
auto smooth parts of the auto smooth, grayed out. You can go to the geometry
data in the clear any auto smooth if exists. And in this way you can fix the shading and make it better. Alright, for this
middle secretin, we can grab this and hit
P as two separate us, and select this one and
give it a new material. Delete the old material
from the dashboard Let's hitting you to
create a new material. And let's call this secretin. And we wanted to make a dark just like that and
take the metallic to one and take the roughness
to zero to make it like a mural by go to
render. Told me like that. And from here I can, can throw all it's
something like this. And for the frame, I can take the same
material that I added here. Alright, so select the
frame hold here, the club, this control L Material.
Yeah, that's it. For this piece right here. And we should have another
one on the other side. I guess. Alright. Do we have any mirror here? We don't have any mirror,
so I will use any mirror or we gave it to these pieces that we have any mirror here,
here we have here. Select this hold, Shift, grab this object with them, and then go to the oral and kobe to select it to COVID the
same mirror. This piece here. Now we got mirror.
Let's take what we, what we want here to check the face orientation
yesterday to make sure that everything is blue
and yeah, that's right. And now let's turn
off face orientation. This one, I can give it
the same material that I gave it to the dashboard here. The black got to render and let's see
what we will have here. Any tomatoes dark, selected
and select any geometry with the material and then hit Control L and link material. And that's it. Or they just forget
these pieces here. The scrub them one by one. And let's give them the same cushion material can
throw an L link material. I just noticed that I have problem right here on this side. And I need to fix it. Let's go to Edit and I
will delete half of this. I don't know where's the hall, but I think right here, hit XF to delete this whole
and let's check them. Remember the fire
I, let's see why that's not working correctly. Okay, Now it's working.
But let's make sure that we have the
origin.in the center. To do this, I can move
the 3D cursor and make sure that the 3D
cursor in the center, if you have to S end cursor
to the world origin. And then select
the this piece of dashboard and hit right-click
and go to a set origin, origin to 3D cursor. Now, the origin dot
is in the middle. The same scenario for
this one selected. And then hit right-click
set origin to 3D cursor. And those become exactly
the right place. Now, we don't have
any problem anymore. We just forget some of stuff. We forget to other
light right here. And it is very easy actually
to other light here. I can select this and
tablet mode and I can take this face, for example. And hits shifts the
D to take hobby. Or maybe I can hit I to
insert this inside it, I and less inside this inside, but I don't need to insert
this area right here. In this case, when you hit, I, just hit B. Tool can throw to
activate boundary. Ellison said this like that. And then hit Shift D, take a Coby right-click, leave it in the same place, and then P as two separate this. And we can give this a material. We just need to move it
forward just a little bit, tap it a altus and move this just a little
bit forward, like that. And then that sets. Alright. Now we can give it the
same material that we gave it to the HeadLight. The cirrhosis should
be right here. List type hit,
headlights and mission. And let's go to the
Materials Review. And yeah, that's cool. This material right
here will work. I think. Similar to the HeadLight when you move them a
value right here. But I think we got
some problem here, or we don't know, we
don't have any problem. Everything looks
nice and beautiful. I will accept this result
in case I have any problem. I can make this material
unique to this one. And that sets. I will hit
Control a and apply the scale Alright, That's cool. Do we have anything
else here to do? I'm alright, I think we don't. Alright, some problem
we have here with this. Alright, let's see
how can we fix it. We don't need any bevel here. Because this is geometry. There's guests.
Just like a paper. We don't need, we don't
have any thickness here. We can delete bevel. And if we want to use bevel, if we want to use it, we just need to use it
on the corners here. So in this case I can edit
mode and hit a and clear any, any bubble weight here. And instead of that, maybe I can use
angle method here. And let's see what
we got with angle. Alright. Hard to normal. It's activated and let's
say clear the normal. Yeah, Now it's better. Now. Definitely with her. Let's see the results with without bevel. Let's turn this off. Alright, I will accept it like
that without any bubbling. So I will delete
bubble and apply the mirror or Control
a and apply it. Alright, something like this. Alright, so we can say
that we are finished here. Did we gave this a material? Alright, yeah, we
gave it a material. Maybe we can make some
tweaking right here. I don't like this. Or I can make it a
little bit dark. And this one as well, I can make it a
little bit darker. Okay. Yeah, something like this. Alright. Alright, so let's hit slash
to exert all the local mode. Sorry, I, I'm not
in the local mode. I turned off all of these. So let's turn them on again. Obviously collections
and the rest here. And by the way, I
just turned off the shrink folder in the render and turn this
in the viewport as well, and then Render
and the viewport. If you turn this, if
you're turning this off, that's not gonna be
visible in the viewport. But if you turn this off, the camera icon that's
been in the render, when you will make the
final render, you, you will not see
the shrink parts. Okay? And when you combine it and
apply them with the fires, you can delete the
collection entirely. I just forget to add the material to the wheels
here or this one in this one. So let's see, grab them. And then let's select
any wheel in the front. This one maybe because
we gave it the material, make it the active
hit Control L, and link the material
for the rest. Alright, Did we gave
this a Material? Yeah, we gave it the patron
here we have it lists. Give them a Material
and I think I will give them this image here
that we added right here. This cover. So select them
and then hold shift to grab. This can throw L
and link material. Let's check this area again. See that we gave
everything and Material. Yeah, everything is
already in cool. Okay, now we can say that
we are finished here. I just need to make our render. I need to render it and see if we have any problem,
any shading problem. After that, we can decide if we want to make any tweaking
to the material. But for now I will end this
video and see you next.
65. 065 Materials section making test render and fixing shading issues: Hello again, Welcome back. Before we make a test render, I just need to make
sure of something. When you select anything. Cake the modifiers. We have icons to turn off them with the
fire in the viewport, and we have icons to turn the modefier and
the final render, this camera right here. For example, when we
created this printer, we added the mirror and we added the rest
of the modefier. I turned off the subdivision a weighted normal because
I didn't want them, but they still exist
here and they are still active and render
because this icon is active. If I make final render and add my camera and go to render
and hits Render Image. These modifiers will be activated me the subdivision
and weighted normal. And that's will give you and desire results in
the final render has been we don't need them. In this case, we need
to kick any geometry, have extra modifiers
we don't want. And either we delete them or
turn of the, these icons. For me, I will delete this. We don't need any weighted
normal or subdivision here. And I remember in
the headlights if I, if I hide this class. For this one, we
added a mirror and the vaults still exists
and subdivision is still exists and
weight normal as well. We don't need all of these, so we need to kick that before we make fender
for this piece as well. There's delete those here. And this panel, okay, we don't have any problem. So it's just checking. And let's see what we have here. Alright. Just kick the
geometry and I think the extra modifiers are just exists for the
fender and the slides. I think the rest of the
geometries are good. And we don't have
extra modifiers. You can realize that when
you're making a final render, I will hit Alt H to bring
the other details here. And for the shrank, we don't need any crank and
we don't need any image. So turn off image and turn
the crank off as well. In the turn of the camera icon lets you create a camera for the scene
to make a quick render, I will hit Shift a to add and go to the camera
and other camera. And now we have the camera here. I will leave the camera
right here in this place. And I, I will try
to pick nice angle, for example, like this. I'm not going to move the
camera and boots right here. I got very fast way to do that. I can hit Control
with Alt with zero to frame the camera to the view that I want
something like this. And after that, there is very nice way to
control the camera. You can hit Shift and tilda key to activate hawk navigation. Okay, Walk navigation, you can find you can find
them in the view. And I see where as
it should be here, Navigation and here we
have walked navigation. Alright, It's very nice way
to navigate your scene if you hit Shift and
tell that you can now use the W and a and S and D, like you are playing a game. Now you can move like that and kick your product from
any place you like. And you can go up by pressing E, go down by using the Q button. And if you rotate the wheel
of the mouse for votes, you will make the movement fast. If you rotate the
wheel mouse backwards, you will make movements slowly. And that's works to
the camera as well. When you look at the
scene through the camera. Okay, so if you want
to confirm the view, you will need to add
left-click like this. For me, I will hit zero to look at the scene from
the eye of the camera. Okay, now, if I hit Shift tilda key with the camera
selected or active, I can control the
camera and move it in any place. I want. Like I am playing a game. I will hit right-click to
cancel that movements. And one more thing
here I need to do. Actually maybe I just need
to move the camera just a little bit to the side like
this and take it back. And with their frame of
the camera selected, I will go to the
camera properties and change the focal length. And this make it big. Maybe 70 less,
activate the camera, shifts and tilda
and take, I mean, activate walk navigation and take the camera just
a little bit pack. Alright, if you make the camera
lens a small number here, you will distort the image. So I added 70 millimeter here, so I can make the proportion of the image more
battery you can add 50. 50 millimeter is like
what humans see. Okay, for me, 70 is very cool and give me a
very nice result. I can increase this even
more, but not too much. Alright, so this nice. Let's move the camera just a little bit like
this and centroids. Okay, now I can make a
quick calendar here. Alright, now let's go to
the Render Settings here. And this is the viewport
render. Let's close it. I don't need any
viewport render. And for the final render here, you will find this activated. I don't want to keep
this activated. And the samples, I will
add 200,200.5300, 400. That's enough for me and I
will activate the noise. Okay. Wood that's been done.
I'm almost ready. I can make a quick render
with this setting. I don't need to change
anything else here. Okay, Let's go to the Render section here
and hit Render Image. Headwinds are under finish. I will be back. Now the render is finished. In general, everything
looks beautiful and nice, but I got some problem
with some places. For example, the window
right here is looks sucks. I don't like it. And I have some waviness
here on the surface. And I think that's happening because of the noise
that we added. That's been we need
to reduce the effect, or I think we need to delete it entirely or
make the scale very big so we can see the
small waviness here. And maybe we can control
the roughness ticket sure. That we added to the
plastic material here. I can see some blockchain is, and they are very
visible to the camera. Maybe I can make the
fricative very subtle, as you can see here. It's a beautiful actually, but I can make the effect less. So we have three problem. This number one and the
waviness number two. And this one optional. It's not a problem actually. Alright, less. Let's
excites from here. And let's select the surface. And let's go to the material. Alright, this is the material. Let's select the
door, for example, and his Yan go to render. I will hit Control Shift. Click on the noise texture. Alright, this is the
way the noise texture. And this way I can
make the noise, scale one and make
it very, very big. And the strength maybe I
can make this even smaller, like 00, not five, maybe one. And make it very, very subtle and we will kick
It's after that. Alright, that's
fairest. After that. The window right here, we need to make it better. Okay, Let's see what
we can do it here. We have mural rehab double check the geometry
itself less tablet mode. And let's see what
we can do with this. Alright. I think we can
either support H loop. Maybe here are some
edges right here. Let's apply or less add subdivision surface
above the result. Let's see what we will get here. Alright, let's add
subdivision surface is something like this. And maybe we can
kick one thing here. And it to kick the
harder than normal. And the auto smooth
is activated. Cool. Very cool. Let's tap it. It's more than maybe we can
add some A's right here. And this error maybe for Because I don't want to citrate the subdivision
surface to the middle. I need to make this error even by adding extra edges here. And in the same time here, we need to make some mix. Need to, well, these
vertices maybe right here. Let's select this
one in this way. Hit the J. And this one in
this one had K as well. And what else? Alright, here we have acquired
this is vertex the Marwan 234 and the same thing
here, so I will leave them. Okay? And for the side as well, the grab this color, this vertex hit K to Americans. And this one with this
one hit J to Americans. I know I have a
triangle right here, but don't worry about it
because this face is a flat, a triangle in the flat fees. It's not a problem. Alright, so with
these edges added, let's go to the modefier and
active subdivision surface, and now it's become a smooth. Alright? Now we can say that we solve
this problem for this. Almost. Okay, cool. Let's pick this. And let's go
to the material and review. And let's see the variation. As you can see, we have
some very visible. Let's see what we can do here. Okay, Let's check first the skill of the
mass grave at small. Actually, we need to
make it big. Skill 15. I think that's not
going to work. Less add aids, maybe make
it big and less cake. The final result
of the RGB curve. And we need to make killer
very close that the gray and white by moving
those and make it almost sits right line
is something like this. We'll walk a thing. This hits like a list. Kick the rest here. Alright, I think
now we fixed it. Now we got this
very subtle effect. Okay, now I will make
another render, test render. Okay? So in this case hit zero to look at the scene
from the eye of the camera. And go to render and go to a view render and change the
slots from two. For you. You will find number one, 1-2 or 2-3 to one
another in a new slots. After that, Let's go to render
and hit render window in. There is finished.
I will be back. Amazing, amazing
render we got here. Look what we got. Just forget to connect
the materials. Okay? Alright, Let's reap like this. Can throw, you have to
click and select this one in three plug this can
throw, you have to click. Sorry. Alright,
let's do that again. Go to render and Render Image. The render is done. And this is that result. Okay, everything
looks clean and nice. The waviness is very cool, very subtle, and
that's what I want it. And yeah, that's cool. Now I can say that we are
finished the material section. And yeah, that's it for this
video and see you next.
66. 066 Rigging section organize the scene for rigging: Hello again and we'll
come back here. Okay. Now it's the
time for rigging. We need to rig this
vehicle, okay. Alright, let's see from
where we can start. I think we need to
organize the scene better. Okay, let's get rid of the shrink folder
before we delete, waiting to make sure that we applied all the shrink
wrap modifiers. Okay, first, let's open it. As you can see, we have
all the guides here. How to apply
ShrinkWrap modefier. We need to grab the geometry
or the guide and move it. If you see anything, stick with its when you move it. That's mean the ShrinkWrap
modefier is still exists. As you can see for this, I don't have anything
to stick with the guy. That's mean. The ShrinkWrap is applied. We apply the ShrinkWrap
for the windows and I think you'll remember that
for this one as well. If I move it. Nothing, nothing. Nothing as cool. Let's been, we can
delete all of these. Alright, what about the
ShrinkWrap that we add to the shock absorber? Grab this and move
it. As you can see, the shock absorber tick
to alter the cylinder. That's mean we have it. Okay, let's grab the
shock absorber and then hit Control a and apply
figural geometry too much. I applied all the
modifiers here. Now I can grab the
cylinder and hit G to move it out, and that's it. Alright, let's go to
the next one here. Is ticked. Okay. Grab the shock absorber, can throw a apply a big
role geometry mesh, apply all the modefier, club the cylinder G and move it. That's cool. Alright, now I can grab all of these and delete
them all like that. Hit delete and that's it. Cool. After that, we don't
need the folder, hit Delete and delete it. After that, we need to
organize the scene. I need to put all the vehicle
details inside one folder. To do this, I just need
to hit a to select everything and then hit M
to open new collection. And let's call this truck. Maybe truck. Yeah,
let's color it. Just truck. That's it's now
everything moves, moves to the truck. Alright, now let's see, grab all of these details
and let's delete them. Alright, even the images, we don't need them anymore. We done just hit delete. And that's its copies,
images, deletes. Now we have just one folder. All right, I've taught
that to the Select. By the way, we don't
need any camera for now. I've typed that list,
select the tires and let's put at the
tires inside a group. The tire and the
suspension as well. Alright, let's make
a silicon like this. Alright, that's cool. I think I selected the tire or the wheel cap,
the Driveshaft. Yeah, that's right. I will hit G to move
just to move it, I need to make sure
that I selected all the pieces and
yeah, that's right. Can't Rosie to bring this back, hold Shift and make
another silicon here. Like that. By the way, pick nice angled like this to select the select
the tire and the suspension without
selecting any geometry from the vehicle G and move this. Alright. So let's hit M to Albany New Collection
and let's put those and maybe front tire group. Somebody like this,
maybe hit Enter twice. And now we have
thrown tire group. Hi them. Alright, let's go to their bag. The same scenario, let's
say grab some pieces here, hold control, deselect,
anything else? That same scenario
for this side. Hold Shift. Are those
deselect anything you don't want you to move to make sure that we didn't
lift anything. Yeah, that's cool. Theta M and hitting
a collection and let's call this back tire. Group. Hit Enter twice. And cool. I've taught that
it will hit a to select everything
in, go to the right. And I just need to
make sure That's all the pieces on the y-axis
above the zero level. Even if you left it like this, it's not a problem, okay? You can leave it like this. I will leave it like this. Alright, cool. Let's high the tires for now and let's see
what else we can do. The origin dot, as you can see, each part has an origin dose. I need to put all the
origin.in the middle. But if I go inside this hit
H to hide the windows here. You remember when I
created the steering, if I put all the Origin dot to the center. I will have no problem
for most of the parts, but the steering because the
steering it's on this side, not in the middle and
we gave it a Mirror. Mirror modifier works like this. In the origin dot should be
in the middle of this piece. For example, if I take all the origin to the
middle of the program, the middle right here
in the center. Here. I will lose this shape because the symmetry will
jump on the other side. So in this case, I will apply all the mural for the steering and
everything will be okay. Open the mirror and go here, can throw up light. We have a mural
here. We don't see. Here, we don't hear. Yeah, we have applied for this. We don't want this, we don't. Okay, What about this? No problem, because the origin
dot is in the middle here. We have no problem
with that. Alright? Alright, this one, we
need to apply them, the mirror modifier for this and maybe this
piece as well. Yeah, that's right. Because if we don't, we will ruin the geometry. Rights D We have
anything extra here? What's this? Or it's
just a guide plane. Maybe here I will delete,
we don't need it. And we have anything else here? Alright, three dots. I spoke to bring
the window back in. Now, one more thing
here we need to avoid this piece right here. We gave it a curve modifier and we align it in
the correct way. If we kink the origin
door to the Center, for example, if I hit
right-click ****, origin, origin to 3D cursor. Because the 3D cursor
here and the central, alright, check was, will happen. Alright, this works
for this parts, for the wire that I have here. Let's see what can happen. Right-click origin to 3D cursor. Check what's happened. Problem,
we got a problem here. So make sure that to leave the origin
thoughts or ignore the origin dot for
the, the wire. Grab this hit H to hide it. Select this hit X
to avoid it. Okay? Alright. Now select everything here and then hit
right-click set origin, origin to 3D cursor to put
all the origin in the middle. And now everything cool. We did that. Very cool. The interior. We should have no
problem with everything. India has cool,
everything's still good. You can throw Z to
bring this back. Hit, delete this cube. We don't need it all too much. As cool. Very cool. This one should work
correctly, I think. Yeah, still works very nicely. Alright, so this
is the first step. We move the origin
dot to the center. Okay, Let's hide
the truck and let's unhide the tire and the grove and all of these parts. Okay. The second after that, after we doing all of that, we need to marriage some pieces
to avoid any disturbing. So let's select this one
and let's see what we have. We have subdivision one here applied in this one
as well, I think. And here we have the bevel here and here we
have subdivision. So let's select all
of these pieces. And this one as well. This piece right here. This one may be in this one. And this one as well. All the Elvis details hit Control a obliged vehicle
geometry to mesh, to apply all them with the fire. After that list, deselect
those, and deselect this. And I will join all
of these pieces. Alright, I just
forget to apply this. Hit Control J to
make them one piece. That's been, if I move this Swan piece,
the same scenario. For the other side here. Select all the details
here, crop them. This, this, and this one here, and this as well. And hits can throw a apply. We got geometry,
Tomasz deselect those. We don't give them this
one. We don't need that. Keep the rest. We didn't
select the siphon. Yeah. Alright, again, can
throw lay up live. We got geometry to America
and then Control J. Alright, I think the for the
face orientation flipped. And yeah, that's right.
It's very easy. Yes. Tab hit a shift and that's it. Alright, This one is not with the group Club those
control the K. It's a shift in. Cool. We lost some. We lost the, the shading here. And let's see the wireframe. Fairest. Alright, to bring this back, we can have normal
weight, not with normal. And we can activate
auto smooth for it. Everything goes okay. I think. Alright, control I epilepsy called geometry to mesh,
and now it's better. Alright, that's called this
same scenario for the site. Grab all of these details. And those here. This one here can throw light, apply Beagle geometry to mesh. And this mark those here. Alright, ketorolac, Jay. More, write those here as well. Those like that. And select this, this and this and this
bolts here. What else? I think that's it can throw like a blood vessel geometry to mesh. Apply, all done
with the fire here. Select those here,
this file right here, and can throw J to my
to make them one piece. Alright, in case I
just need to hit Shift and in case I got
problem with a heating. Alright, that's cool. Reco. What I saw, this is it for this video, we just need to
organize the scene and make it better and
make it ready to rig it. And yeah, that's it for this
video and see you next.
67. 067 Rigging section making the truck ready to rig it: Hello again, and
we'll come back here. Alright, let's hide the body
in this makes sure that the origin door of
the suspension and the tire and the
right place, okay? For example, if I
select the tire, whereas the origin dot all
the tire is right here. But if I rotate, the tire along the z-axis, should rotate according
to this bolt here, or according to this
joint right here. That's me. This dot should
move just a little bit pack. And that should happen to
the disk and wheel cap. The wheel itself.
As you can see, the wheel origin
dot is right here. It should move just
a little bit here. Alright, something
that maybe right here. We need to fix this
problem, okay? Fair thing to select the tire. And we need to make sure that the origin dot is in the middle. And if I rotate this to the
x-axis, I can see if I, if I see any incorrect rotation, that's mean the whole
cane toad is not in the center according to the rotation that I'm
making right now. Everything looks okay. Alright, lets mean I will accept the origin thought
to be right here. Alright, with this
tire selected, I will hit Shift S to access the payment new for the 3D cursor and move the
cursor to the selected. Now we got the 3D
cursor right here. Okay, Now to select
all the parts, a tie or the wheel. And all of these parts. I can select the whole
suspension if I want. And put this all the origin dots was you can have the
3D cursor right leg set origin to 3D cursor. Alright, that's cool. Now we got everything
and the right spot, but we need to move
them just a little bit. Alright, in here. Alright, let's see how
can we do this ferrous. Let's add an empty here and the position of
the 3D cursor Shift a. And let's add an empty here. That's cool. After that, I will select this and hit slash to isolate
it because I just need to work with
It's just a little bit before I isolated a, you just need to make sure that this one is exactly
in the middle. And it's not actually, it's tilted a little bit. Well, that's mean
we need to move this piece just a little bit to his dedication because
it's not in the center. Let's select this piece and we have this vertex and the middle. This age, the middle between this side and
the side, that's me. We can use it if we want. This isn't an option here. Well, let's see how
can we figure this listed like this one in
hits, like to isolate it. And let's tap with its mode. And let's grab this
rink, for example. And let's bring the 3D course, or in this particular Shift S and of course are too selected. And they're both the 3D cursor. I will add another empty as a guide and it will
scale it, make it small. Like this. It's like to excite,
alright, that's cool. If I select this in your
EMT with this empty, this one right here, and
hit Select to isolate them. And if I go to the right view, I can see that I
have some offsets. That's me in any to
move the suspension and push it just a little bit too much or to
align it with the, with the, with the
empty, with the big one. Less. How can we acute this first, let's grab this empty and maybe we can move it
up just a little bit. Maybe right here of timber
worldly, something like this. And then we'll select
the suspension and select this
empty right here. And hits like to isolate
all of these pieces. Well, for the height, I need to snap this
one with this empty. By the way, this
empty, the big one is that guide any tool, a snub everything to this
though, to this empty. So by the way, you can ignore all of that. If you don't want to make that joint perfect
in the correct position, you can ignore it and that's it. For me. I need to make
everything perfect. I just like that. Alright, now I need to activate
vertex snap and hit G to a Z and stab at spot
stomach is not working. I need to go to the orthographic
to make this tab work. I don't know why, but
our blender works. Key to the Z. Hold can throw start right
here and now it's aligned. Well, now we need to move
it just a little bit To this direction. And I need to move this one with its social like this
hold Shift the crop, the empty, and his key. Hold can throw and
stamps right here. So now we put the suspension
and the correct position. Alright, after that, we need to move this empty to
this point right here. Why? Because this is the axis, this is the real axis. The tire should rotate
it along this axis. Alright? In this case, just hit G hold Control and stops right
here and that's it. Now the EMT is exactly
the correct position. Let's exerted over the
orthographic view, and let's hit slice
to excite from here. Now we can, now we can select all the chemistry
and move the origin dot of all of these geometry to here or you can ignore them. But for me, let's do that. I just kinda select the
tire and the wheel. The, what we selected,
this one as well. And this piece,
maybe this piece. Alright, first, so
let's bring the Lissa, bringing the 3D cursor and
the position of the empty. Select the empty. I just forget that. Shift S cursor to select it. And that's great.
I can only select all the necessary
geometry like this. Alright? And even this one as well, we can select it. Even this one. And probably flick sit origin, origin to 3D cursor. Now we just put the
origin thoughts excitedly in the
correct position. Now if I rotate the
tire and this piece, all of these details, wheel cap as well. If I rotate them, the wheel
maybe to the z-axis as well, rotated in the correct
place without any problem, as you can see, this, with this piece right here become the axis
for the rotation. Alright, that's great. But what about the other side? Well, the other side, I will do is I will put the 3D cursor and the
center of the world origin. Alright? And I will select this tire, and similarly, I will delete it. I don't want to spend all of
that time to repeat this. And I will select this
one. All the details here. Shift D, take a Coby. We got to COBie, right-click
to leave the kobe in the same place and go to the transform pivot point
in the 3D is to 3D cursor. Because we need to use mirror according to the 3D
cursor position. And then go to the
object and go to mirror in mural to
the global X axis. There we go. You can hit
Control M and do that as well. Right? Everything now is cool. Let's go to the other side here. Well, let's see how
can we do this? Alright, for this site list, select the tire for example. And let's bring the
3D cursor right here. Alright, novelists
create an empty here and the position of the 3D cursor. Or maybe we can select
this cell as well in that bring the 3D cross over between Shift S and of course are to
select it right here. Shift a and less
create an empty air. All right, something like this. I need to use this as a guide and I will
select this empty in this empty Shift D to
take a Coby like that, go to the orthographic with this selected,
hit G and move them. Hold Control, snap
it to this empty. And now these entities are in the correct
position for this tires. Turn off the orthographic view. And now we can select all these pieces are listed like the empty Shift S
course of the selected. And now select all the pieces. Cancel the empty, and
then right-click hold. Let's go to the
object sit origin, whereas its origin to 3D cursor. Now it's in the
correct position. The same CNR for the site. Okay, let's select all the
necessary details like that. Deselect. Sorry, let's select this first shift S course
with the selected, select all the pieces. Deselect this one object
and go towards the origin, origin to 3D cursor. Alright, that's cool. Cool. Now we fixed all the problem. Alright. Let's make sure that
everything is will do it. Everything is connected. Alright, that's
cool, right? Cool. So yeah, this is the important step that we
should do before we move on. And let's alright, maybe we can select those and put them
inside a new club and no. Alright, let's hit M to open your collection
and let's call this M T empty and then
hit Okay, and that's it. We forget anything.
Alright, that's cool. Let's turn off the
empty for now. And turn off these tires. And let's open the body. And here we have an
empty list, right here. And here we have an MTR. This put it right
here as well. Okay. Let's put the 3D
cursor in the middle, cross her to the world origin and hit Shift a to add an empty here in the
middle, hit U to the Z, and let's move with close
to the vehicle like this and hit select
everything can throw, deselect the empty
and less appearance. All of these details of their cart with a to
the empty hold Shift, select the empty to add it. As of active one can throw be and to sit
parents, to connect, to connect all the
parts of the body through the empty and
ventures objects. Alright, connected
to the object, I mean the empty and
keep transform. Alright. Let's check this of this still rocking. Yeah,
start walking. Very cool. Now I can control the
whole body from this empty and that's makes the
working easier for us. I can scale it according
to the empty rotated, according to the empty. That's better. Okay. Great. When you're completes
now you're already to rig. Everything. Is cool, everything in
the right position. We just need to start
to break the the car. Okay? Alright, I will end this video and I will start
in the next one. See you next?
68. 068 Rigging section Quick intro to the armature: Hello everyone and
welcome back here. Alright, so now we can
start with the armature. I would let say we can
start Rigging this truck. Okay. Everything now is ready. And let's see, how
can we do that. First, I don't want the body. I will hide it from here. I need to work with the tires. All the EMTs are in the
right place and I will use armature system to
create my rig. Alright? Alright surfer, thing
that we need to do, we need to go to add
Shift a and add armature. Don't worry about the
option right here. Me. Maybe when you want
to add armature, you want to find those because I activated are doing but you
don't need to activate. It. Just reached the armature
and add single bond here. Let's do that together. Shift a to add
armature, single bone. Now the armature,
it's been added to the center because
we have 3D cross. Alright there. Alright, when you add the armature here
inside the outliner, we will find the armature here. And here we have a new section for object data properties
for the armature. And here we have
bone properties. And here we have
bone constraint. We have a constraint here and we have constraints
right here. The course friends
four bonds is not similar to the constraints
that we have here. When we want to create a
relationship between the points. It is wrong to go
here to this section. So I'm not going to
use the second at all, but I will use this secure
right here because this is the second is the constraint for the
bones. Bond constraints. Even the name is different. Here, add object constraint, and here I'd point constraint. Alright, that's the fair thing. When you other bone, we have a 3D mode. We have object mode, Edit mode, bows
model, object mode. That's being the bond. It will be just like an object, like tire, like anything. But when you select the bone
and go to the edit mode, now, you can select
the bone. For example. This one I can click here. On the body of the
bone in a GAN movies. I can move with the edit mode. I can do that in the
object mode like this. That's work as well. But if you want to create a rig, if you want to work something, it's wrong to move the bone and the object,
the object mode. You need to go to the edit mode and duplicate change skill. For example, if I
added this bar here, it's wrong to scale
it like this. And the object mode, you need to do that
in the edit mode. Okay? So we have in this part
inside the edit mode, I can select the body
scale to I want, move it up I want, and within any place, but I like, I can
crop this ball here. It's the head as the tail
and this is the head. I can grab this and
hit G to move it to the z-axis maybe, or
move it to the X, over to the Y maybe
in any place I like when you remove it
and won't become big. When you move it in this poll, become far from this, the bone will be pick. Alright? Here in the bone properties, we have some option here. Let's see Where are
they? Viewport display. Here we can show the
name of the bone. We can put the bone in
the front of anything. For example, if I tumble around and put the tire
and the front of the bone, as you can see now the
tire blocks the view. I can't see the bone, but if I put the bond in France has been, I can see the bone no matter if you add
anything in front of it. But it still ends position. It's still here in the middle, but it will be
always in the front. We will use this. Okay. Here we can change the
hip of the bone end. I will not use this. I think. Here we have octahedral. We have a stick. We can
change the bone to stick, we can change this to be born. And we have a lot of option. Let's stick with octahedral Here we have the
axis of the bone. We can see the axis
whereas the bone, whereas the direction
of the bone, as you can see here. Alright. If I want to duplicate upon, I just need to select
the ban hit Shift D, and now I have a Coby. Maybe this Coby I can use it for the tire and maybe this Coby
I can use it for lot buddy. And maybe this callback can
use it's for anything I like. We should work like this. We need to go into edit
mode and this fill, duplicate and keeps
duplicating bones. According to our needs. We can extrude bones by the way, for example, if I
select the head, the, the tail, sorry, and I can hit E to extrude. And now we have a new point. We can extrude again
E and extrude again, E and extrude again. And we can extrude
too many bonds. We can select the
body of the bond and we can hit right-click
and sub-divide. Check this. Sub-divide,
can sub-divide this again. And if you hit Shift Alt, you can do that again and again. As you can have, as
you can see here, we have a chain of points here. I will let can't
Rosie couple time. Alright. Okay, Now if I select
this bar here, I can hit R to rotate it. But check this rotation
as you can see here, when I rotate the bond, I can't rotate the bone itself. And this bar right here is
still connected to this point. I can detach this point and I can delete
bone, for example, I can select this
one and it deletes the respond and
check the results. We deleted the bond, but can you see this? This the dots line that's been, there is a connection between this point right here
and this ball right here. Alright? We deleted a bond, but we can dissolve
a bond. For example. I want to delete
this one right here, but I need the connection, any of this ****. I need this point and this
point to be connected somehow. Okay. I can hit Control X to dissolve
the bone, not deleted. So there's a difference. For this one, I deleted
the bond and we have a connection between
these two points because we lost one here. But for this one, I dissolve it. I mean, it's been deleted
parts of this bar right here. And this point
here, or this one, they become connected, can throw X to do that,
as you can see here. So whatever thing we need to do, if we need to rotate, we need to scale, we need to change. We need to delete. Anything we need to do. We need, we should be in the edit mode to
achieve all of that. And when we come beliefs and
when we accept everything. After that, it's time to go to the bones mode and
the bows modes. We have another scenario. Here. We can control the
bonds that we created. If I rotate this, as you can see, there was
another scenario here. But if I go to the edits and rotate
this, check the results. And the more that I can
control the bone itself, change the position, give it a skill button that
sorting the edit mode. But in the Bose more, no, I am dealing with the relationship that I
made with these points. Let's move this one is
we can see I can move it when I rotate this one. So we can see we
have relationship, this bond right here
follows this one. And this one follows this one. Okay? I can create a relationship
between these points. I should be in the pose mode. I mean, I go to the
constraint here and use on one of
these choices here. If I want to do this, I
should be in the Bose model. Because if I go to the edit
mode and as you can see, I lost the bond constraints. As me, we can't
add constraint and the edit mode and
in the same time is wrong to use
opiate constraint. Let's go back to the bones mode. Now we have the bond constraint. We can use it. Alright? Alright, so this is a difference
between edit mode and object mode and the
its mood we making. We extruding the bonds, we cope with them, put them in the
correct position, make some connection
between them. For example, if I select this bond and I need to cut the relationship
between those here, I need to add alt P
and clear parents. Now we lost the connection. Let's hit G to move it. As you can see, we lost
the parents between those, but still exist with this one. Now if I go through
them both modes, and if I rotate this I think will happen because
we cut it relationship. But if I grab this and hit
R2 rotates like called, the connection is still
there for this one. Okay, What if I need to delete the connection
for this one? The same scenario,
all to be clear, parents and how you can
crop it and move it. As you can see, we don't
have any connection. So this is how it works, okay? And this is just a
quick introduction for the bond and
how can we use it? And one of, one of them
important thing here, when I grabbed the bone
and if I hit R to rotate, it will be rotated
from the middle. We need to go to the transform pivot point and always work with
active elements. Because if we choose
this choice here, that's been if I
select any bond, that will be always
rotated from the head. As you can see, if I rotate, this will be routed
from the head. If I grab this will
rotate from the head. The same scenario for the rest. But if I choose bond, a bounding box, that will be rotates from the center
and that's wrong. So when you work with armature, with the bond system, you will need to use active
elements is very important. Okay. One more thing here to
mention, if icon bleed, distributing these bones and the correct position and in
the police that they want. When I complete, I will go to the Bozeman inside both modes. If I select an object, if I, if I select the bones,
sorry, for example, I want to select the tire and then select the bone
and may correlationship between the tire and the
bone because I need the tire respond to the
rotation of the bond. But as you can see, I
can select the tire. I'm in the Boss Mode, but
I can select the tire. That's me and I need to go to the object mode and
then select the tire. Alright, and then I could
go to the bones mode. Sorry, I need to select
the bond and go to the Boss Mode and then select the bone to
make relationship. As you can see, that the tire is
still active but that's take too much time. That's not that's not
the way should work. We got another we can do something else
to make this easier. We can do is Let's try to. What we can do is we
can go to the edits. And here we have an
option is called lock objects modes of
I turn this off. As you can see, it's turned off. That's mean, if I am in the
Bose mode for the bones, now I can still
select the object. And now I can select
the tire and hold, Shift, grab this point. And it can throw,
be for example, and make a relationship
between those. So it is very important to D, activate this, okay, Right here. Alright. Alright, after that, I need
to select the bones and go to the object mode and grab this armature and hit Delete because we need to start again. But in the next video, alright, so see you next.
69. 069 Rigging section Creating the bones: Hi again. Alright, let's get started. The 3D cursor is in the middle, I think Shift S and closer
to the world origin. And then shift eight to add
armature tools single bond. As you can see, the bone
is here in the center. Change the, the Bilbo to active elements
transform pivot point. And first thing
that we need to do, we need to go to the right and we need to tap
into edit mode. You can go here and tabulate
this mood that's okay. Or you can hit tab to
tab in and top out, top to object mode, and tap to edit mode. Or you can hit tab
and move the mouse. Just a little bit, then pie
menu will appear like this. You have edit mode, bows mode. We have Object Model. You can hit Control tab to
switch between the Bose mode. And this is another option here. Alright, tab to tab to August, mood or Control tab to Bose mood can throw
top to object mode. And if we go to the preferences
right here, the key map, we have this option
pie menu on the trike, means when you hit the
pattern and move the mouse, you will see that payment. For me, I activated this option, has nice option and
that will use it. Now when you hit tab and move
them off just a little bit, the pie menu will appear. Activate this option there
and save the preferences. Okay? Alright, so now
let's hit the tab and move to edit mode here. And now we are in the edit mode. So this is the first
bond that we added here. I will hit R to rotate it and I will rotate it 90
degree like this maybe. And maybe I can move it and timber only for this right here. Alright, let's turn off this
now. I don't think it is. Okay. Maybe I can scale it gets a little
bit like this and use this bond as the
pivot one for say, a road spawn to control
the whole vehicle, to move the vehicle from it. Because of that, I gave it just a little bit
of scaling here. Okay, Let's give this a name. As you can see,
the name is born. We don't need to call it bond. Let's go to the, to the bone here. Quantum properties, and
this is a name I will call. This. Roots are double 0
T and hit Enter. So this one become routes. Alright, that's the fair thing. After that, we can hit
Shift D to take a Coby. And to take a Coby, we can put this kobe right here. And in the 3D view, we can rotate it 180
degree like this. And maybe we can scale it
just a little bit like that and leave it right here, maybe something like this. I need to use this bone
to control the tires. When I because I need
these tires to I need to change the
direction Abby's tires to the left like this
or to the right. I need this bone to
control these tires. Because of that, I will
add this right here. And then I will add constraint to help to move
this point to this direction. And when this bone goes
through this section, tires will follow it like this. So I need it here in the middle. Alright, there is no problem
if you put it like this, like this, just for this
right here and that's it. And let's call this, let's give it the name
is very important. Let's call this maybe steering. Alright, That's very cool. Now let's take another Coby, The Endless, this
code right here, and maybe we can make it small. And this bone right here, it should, can throw this point. I mean, when this bond comes
here in this area, alright? This bond, you could
follow it like this. And when this bone goes there, this point, you could follow it. So this one maybe I can call it steering point, maybe point. That is really cool. Alright, let's see what
else we can do here. Realistic rub the routing. Let's take another Colby maybe Hit Shift D to their Coby. And I will do here. I will talk about
Kimberly and select this empty and this empty and hit Shift S and bringing the crosser in the
middle right here. I've started, I'd go to ban, hit tab and drag and
go to the edit mode, select this bone and hit
Shift S selection to cause her to this point in the middle of these tires here. And the skeleton make it
small, maybe like this. And we can give it a name. Let's call this the drifts. Alright. And we can hit Shift D to the Canada
Cobra here from the roots. And we can make this
smaller as well. I will use this bond right there to control
the drifts bond. Alright, until now
I just coping bones and give them a name and put
them in the right position. After that, we will create a relationship between,
between these points. And you will understand that, alright, for now, we're just
distributing the sponsor. Artists, give this a
name and let's call this drift point
maybe or controller. You can call it. For me. I will recognize it. Alright, That's
great. What else? Okay, Let's take Coby from this point and let's put this right here temporarily. And less tab outs. Select this shift S
and course are to select it to bring the 3D
cursor in the correct position. Grab this top and
select respond, Shift S and selection to cursor. Now we have the bone right here. I will rotate this to the Z ROTC and rotate
this 90 degree like this. Alright, and let's
give this a name. I will call this,
for example, wheel. And there's car, if T, four fronts and their score L is very important to, to type L. And the last, Alright, to till blender that this bond is in the left because I was very
important to add L as a left. Okay? So this wheel, 50 front L, alright, with this bond selected, I will hit Shift E D, take another Coby and
right-click to leave it in the same place and then are too dizzy and hold Control endless. Add this one right here, rotated 90 degree like this. And let's give this a name like maybe we can Disk brake and suspension,
something like this. Because this bone
this part right here should be stable and not
rotated with the wheel. And maybe we can connect
some stuff here with its. Alright. So let's call this one this cube
brake underscore, front FTE, and the risk score L to recognize it in
the front. Alright. We don't have a Disk brake
actually right here, but we will connect
anything staple here to this one if needed. Okay? Okay, That's very cool. Now what we need, we need to
work with this site as well. Less tab out, select this empty heft S and
course are to select it. And then silica the arbitrary
top to the armature. And let's select this point. Hit Shift D to take a Coby here. And let's put this
one right here. Shift S and the grocer
towards the correct position, the position of the
EMT or the 3D cursor, hefty against their
Coby and then all to the Z to rotate this to
the z-axis, 90 degree. And now let's give those a name. Well, this one we can call it, we'll BK four back those
core L. That's okay. This one right here. We can call it Disk brake. And there are two
core BK underscore. L has great. Alright. So until now we created the roots to move the
whole car, and we created A drifts, drifts and
bonds to the wheel, the front and the back. And maybe we can create
some hale bars, bonds. Okay? But we will create
that if necessary. Well, now let's see
what else we can do. I will select this
bar right here. And maybe I can COBie is to
use it here in this area. I will hit Shift D to take a Coby and let's take
a copy right here. And let's make it
small like this. I need this bone to
control the shaft, the Driveshaft, this
one right here. And help to control
this one as well. Here. I need the head
of this bond to be connected to the head of this point that'd
be added there. Alright. Alright, so let's say like this, or let's select this
tab out and let's see, grab the, the empty here. This empty. And hit Shift
S and corso to selected. Tab out. The Siggraph, sorry, just
select the bone in the, just say the bonding of the solid mode to go
to the edit mode. And I will put these bones in the front
so I can see the details. Let's go to the bone. They have properties here
and cures and the front. Alright, so now I
can see them better. Grab this ball and put
this ball here and this position Shift S
and select into coarser. And now we have it there. Above that. I will go to wireframe more than hits E to make
another extrusion. Let's make the senior
extrusion justice smaller than this point. So now we have been
underneath bond, this bone and this
point here inside. Alright, now let's give those to an endless select this one
and let's give this a name. Well, this one maybe we
can call it drive shafts, Driveshaft, maybe
underscore FTE. And the risk score L. Something like this. And this another bone you can click and click
again to grab it. This and other bone maybe
we can call it thrive. Shafts. Join. Alright, join because we needed to control they join. The risk score if T and
the risk score L for left. That's great. All right, I need this point to control this
join here in this area. When I rotate the wheel, I need this join here to respond to the
rotation of the wheel. As very important. Alright. Alright, now let's see
what else we can do here. Okay, Now we almost
ready, almost. We need to add
extra stuff here to make to make the bone working. And we need to make
some connection here. Alright? The fair thing. Well,
this bone right here. Alright, so this bond should
follow this bone right here. Alright, so this one
should follow this one. So select this, hold,
Shift, grab this, and then hit Control P and make parents choose
this option right here. Keep offset because we
don't need to connect them. If we connect them,
check what's happened. I don't like that and
that's not going to work. You can throw me and make
a connection between them, but keep the offset
between them. As you can see here. We did that. We have
the connection and we have the off the offset
distance between them. That's very important. Well, this one right
here, this bone. Let's make this bond, follow the road Timperley crop this and then grab the road Control
V and keep offsets. And maybe later
we can change it. Okay? Well, this one right here should
follow this point here. Crop, this whole thing have
to call this can throw a p.sit, keep officers. Something like this. And this bone here
on the big one. We'll F T L lifts should follow this bar right
here because this one, as for the direction
of the tire. And when I need when the tire, for example, it goes
through this data, can the wheel should follow it. So that's being this
bond right here, could follow it as
well to be right here. For example. Alright, so select this
bone, hold, Shift, grab, this can throw be, and it's already connected You don't need to connect
them is already the parents. That's very cool. Even this one, if we select
it and select this one, it can throw be, it's
already parents. We have appearance here, so we don't need to miss with them. This one hold here
to grab this can throw be keep offsets
we don't have here. In this bond right here. Timber or liquid follow the
route selected hold the of the cube root can
throw be offset. Alright, What else
we could do here? Alright. Alright, now let's see. Grab the drifts, hold,
Shift, click, Crop, the scrub this bone. You can throw a, B and keep
offset to make this bond follow the roots because we need to control the whole fecal
from by using this horse here. Alright? Now if we tap and go
to the postmortem, now we'll see that relationship. Now if I select this and hit at this point right
here, should follow it. But that's not happened. Let's see why that's happening. Let's go to the edit mode. Select this one. The big one hold
you have to go up. This can throw be keep offset. Ok. Now should work. Go to Bose. Select this, are too dizzy. Yeah, that's cool. Now
is following this move, this one and let's see, yeah, this one is following it. And if I rotate this to the Z, Alright, those following
the big bone here. I school. Alright, I think we can create another bond to connect
this bond towards. For example, let's
go to the this mode. Because in the edit
mode we could do that. I can select this bone here, the fizzy and take another
kobe right here, for example. And hit S and scale
it, make it small. And make this bond follow
this hold Shift to go up. This can throw P
and keep offsets. And let's give this a name. Drafts for example, Hilbert,
something like that. Alright, so this part right
here should follow this bond. Select this one, hold, Shift, grab this can throw
will be keep officers. And this one. Alright, so we can keep it follow this one as well.
Hold skeptical up. This can be kept officers. Now if we go to the bones
Modeling, see what we got. Alright, so when we rotate this, all of these bonds
should follow it. And if we rotate this
one out to the Z, this point should follow this. The idea here, I just
need to separate it. I don't need to connect all
these points to this one, because I need this bond to create a relationship between
its and between the spawn. Alright? And I don't want these
points to be connected with this because I need to
give it a constraint. Sometimes that's not wrong. Some time when you do that and connects all the bone with one and give this one
constraint sometime, you will get some problem
and expect it the problem. So to avoid that, just cobia born and you
can call it a helper. Alright. Horizontally
see the relationship. If I rotate this, the whole suspension, the
wheel should move with it. Alright, that's cool. This one right here, we gave it, we gave it to an
alkyne, this one right here. Alright, we gave
it a connection, Oswald rights, or
let's call this point. I think that's really
where thoroughness conic, this one with this one
right here, Timberlake. And let's see what we will get. So select this one, hold here, the goal of this control me
and keep offsets like this. What about those here? Alright, so this one should
follow this and we did that. And they could follow
this ball right here. So select this whole
theoretical up. This can throw be keep,
offset, like this. Everything will
make sense later. Alright? Even if you didn't
understand what I did that, why this connection when I, when I reach the point that I need to create a relationship
between these points, you will understand that
a little bit, okay? We will do it together. And I will try to make it
easier as much as I can. Alright, I will end this
video and see you next one.
70. 070 Rigging section Creating a constraint relationship with the bones: Hello again, and
we'll come back here. Alright. Now let's see what's the,
what we should do here. Alright, it's fair,
I think we need to copy these points on the other side after we gave them a name and made everything. Okay, now we can copy
them on the other side. Alright, so let's see
how can we do that. Let's go to the front and select these points,
all of them. And let's put the 3D
cursor in the center. That's will be better. Start selecting all
of these points here and gave them a name. And most important thing, any bond on this side
we could call it. We could give it a letter in the end of the
name as very important. When you do all of that, we need to go to the
armature and to symmetrized. They will be copied
on the other side. And the correct way. Alright, I think we got problem
with this one right here. Alright, I will delete this to be the point in select those, go to armature and
choose retries. Alright, something
wrong. We have here. The Cus have elastic, this one alone and
curious them tries. We gave it a name. Yeah, We gave it a
name or something. Not make sense. We
see what it's having. Alright, I got the problem. Here in the name. We have problem. We have a small dot here. We didn't delete it. For this one. Because of that,
we got a problem with copying or the symmetrized. Keep, make sure that the name is correct
and then hit Enter. Now it should work.
Let's delete this one. It deletes the bit pattern,
garb those, sorry, the spine and this one go to symmetrized,
armature, symmetrized. And now everything is cool. Alright, such cool. Now let's go to the bond, the to the Bose mode to create a relationship
between these bonds. Well, ferrous to
start with this one. This bond when goes like this, these points should follow it. And when it goes
on the opposite, or can these bonds should
follow it as well? Okay, So Let's select this bone. This bone should follow
this one. Select this one. Let's start with it. Go
to the constraint here, and let's open the list. I will use the
transform section. I will use COBie
rotation because we need this bond to COBie that rotation from this
point right here. Okay? Alright, so
what is the target? The target always
will be the armature. So let's put the arbitrary here. And now it tells you that
you need to pick the bone. That means this bond right here. What bonds should follow it? We need, we need this
bond to follow this bond. So we need to select it here. Let's search for
this bone is called, What's the name
of this steering? Alright, let's go here and
let's add the steering. And we need to work in the local North
in the world space. Both of them sweep them to
local and this one as well, lunch worry, if this
flipped just three, this one to local and
it will be corrected. Or the school, what
access we want, alright, you can
keep those. Them. There is no problem. Now if I select this
and hit out with a Z, as you can see, that point is following this. But in the wrong way, we need to Codec this. Okay, Let's go to this one. And we need to invert. Let's turn off the X and Y. I think this move this and just, I just need to make sure
that's I turned off the right axis and the flip
and the birth of the Z. And now it should follow
it in the correct way. And yeah, alright,
the beginning, rotating in the wrong direction, and now I just flipped the axis. And now, cool. Alright, the same scenario
for this one. Select this one And I'm not going to go here and give it a cobra are
taken and do all of that. I can select this whole
to have the clubs spawn and go to Bose and choose. Whereas it's constraint, Coby constraint to
selected bonds. When I do that, I will have the same constraint
that I added here. Alright, so now let's
move this to the Z out. The Z. Alright,
that's a fair thing. That's right. We did that. Alright, The question is, who controls this point? Controls this, this
bar right here, should control this bond. This bond here
should follow this. How can we do that?
Let's say like this one. And as you go to the
constraint and I will choose dumped the truck. When I use this, this bond will follow
this because dump truck helps to keep this point all the way the steering
to this point here. So you need just to choose
the one that you want. Just pick the name,
what we call this, we call it steering point. Go here and search
for steering point. Alright, sorry, we got
some problem here. I think. Alright, we need to, sorry, we need to pick the
armature first and then specify the bond. Whereas it's steering point. Yeah, that's right. Now if I move this to the X key, to the X, this point, you could follow it and
those as well. I like that. Alright. I need this to go to the, by the way, we need we
need anything here. No, we don't. I need this
to go just to the x-axis. Alright? In this case, I need
to open this menu item here and turn off all
the axis like this. Yes, activating
the location next. Now when you hit G
without specifying axis, it will go to the
x-axis like that. And for those bones, because we, we're not
going to move them, you will need to Kant to lock
all the controls for them because accidentally I don't want to rotate
them or move them. So I'll lock everything here. Alright, so the first
thing we did with, we did the, the controls, all the controls for those
points, the front points. And that's great. Let's see What's the next step. After we've finished this side, let's see what else we can do. I think now we can
start with the draft. We can create a relationship between this point and
that part right here. And before we do that, I just need to move this bond up just a little
bit to avoid any problem. And I will tell you why. Okay, Fair think this
bond should follow this. When this bone goes here, this one goes like this. Pointing to that point. In this end of this
bone comes here. This one should pointing
towards like this. Alright, let's select this bone. And let's give
this a constraint. And let's use dumped truck. And let's choose the
armature and pick this point is called
a drift points. Let's search for adrift point maybe here and the last one. Oh, that's cool. But we got one problem
when we did that. At this point, just a little
bit tilted down like this. And we need to fix this. In this case, I will turn off the constraint and go to the edit mode in
crop this point. Alright, let's select this, hit Shift S and bringing
the 3D cursor right here. Say this one. Shift S course are selected
to move this ball right here, alright, to align
them together and then manually move
this point right here. And now let's go back to
the Boss Mode like this, and go here and activated, and it should work correctly. Now if I move this bone, for example, chicks,
what will happen? That's what, that's what's happening here. So
we can see here. Alright, that's cool. What's the next? All right. As you can see, all these bones is following the Thrift point, or let's say adrift born. And when I move this, let's see what's gonna happen. Everything could
follow the route one. Alright, so let's see
what's gonna happen. If I rotate this one, for example, like this. Alright. I think now everything
looks cool. But let's move this poor Right here, for
example. And let's move this one as well as he
was going to happen. This one should follow it. That's great. Grab this one. Hit Alt, key tourists
sets the location. And now we can parent the tires and the suspension
with these points. Okay. Fair thing. We need to parents the suspension to the spawn. Select this one,
hold, Shift to crop. This can throw P
and connect bone. This one as well. Grab
this hold, Shift, grab this can throw be
coordinate the bond. And for the tire, less hide the armature. And let's, let's select
the tire and the group. Alright, so let's select
that men would like this. And let's ignore this one. I don't think to
select it actually. Sitting the wheel and the
tire and the wheel cap here. And then what else we need
to select here are the, I think just those.
Hold shift it up. The empty can throw a, B and parent and keep transform. Just like this. The same scene over here. Select those and see what else. The disk I think we forget. Yeah. Hold here the
godless can throw be all rights
parent to help you. Thank keep transform. This was Disk, brake disc, we just forget it up
this whole together. Glob the empty controlled
BY and keep transform. Now if I move this, the tire should move with it. And the same scenario
for this one, we should get the same result. Same thing right here. We can select with tire
and all of these details. Alright, hold skeptical up. This can throw be cape offsets. Keep transform, sorry. The same scenario here. Though. Salt here, the club
this can throw be alright, parent object and
keeps transform. That's cool. Let's move this
one. This one as well. Okay. Now let's bring
back the armature. Bringing this back and hide it. And now this tire should
follow this ball right here. Select the empty hall
to hear the club. This point here can throw be and make parents to the bone. The same thing for
this bar right here. For this empty the tire. Grab it all together. God, this point here, I can throw, be. Alright, connect them.
Alright, that's great. Now, the half that we have here, this shifts should follow
the bone that we add here. Select the crafts and let's
unhide the armature hold, Shift, grab this and
deselect this one. Deselect this one as well. Hold Control and
deselect them with the half selected and the
bone selected Control B. And coordinate the bone
with this like that. And this join, plastic join or robotic join should connected to
this point as well. This one hold skeptical of this, can throw be, but this time
I'm not going to use ban. I will use with automatic
weight and I will explain that. Okay, just the width. Because here this should be
like a rubber and it should be what went when
this wheel rotating, this one should follow it. Alright, and it should be
bended just a little bit. Because of that, we
make the connection or we make the parents
with automatic weight. Let's go to the small bone here. Select this piece of rubber, all TFT club the small
pond, deselect the bag. And it can throw a, B and choose with automatic
weight like this. Has great. The same scenario
for the side here. You can go to the wireframe
and select this one. Let's see, can we select it? Alright, so we can't
because it's hidden. Turn off the armature here. Silicon the shaft and
high the armature. Hold, Shift, grab the spawn, can throw the p.ball. Couldn't leave the bone. Select the rubber,
hold skeptical up. This can throw be connected
with automatic weights. All right. Scrub the
small bone here. Sorry, the this piece hold here the color of the small
bone here and deselect the big can throw me with automatic
weights are that's great. Now let's see what
we got so far. Let's see like this. And he'd key Alright, this tires
now should follow it. All right, That's great. That's very cool. And the
same scenario should, we could do it here as well. So select the empty hold
here to grab this can throw be chronic the bone
crop this altogether. This can throw be connected one. And these, the heft here, don't worry about them
because we don't, the wheel will not be
rotating along the z-axis. So don't worry about any
pending have been here. You can connect those
to the bone directly, crop them both helical
the bone can throw be going into bone here
and this file as well. Hold, you have to club this can throw me and
connect the bond. Now let's see the drift. How follow-up the world work. Alright, we got
somebody nice as cool. And these stuff right here, we could conduct into this
bond here because this can throw be one, this one as well. Altogether. Got this can throw, sorry, just deselect those. Can throw me,
connect them on LSE. What's will have in G? Alright, that's great. We forgive those pieces here. Select this hold Shift. These pieces should not be rotated to that.
Would the wheel. They should be stable. Grab this hold here,
we got this one here. Deselect. This can throw, be connected one, clicking the space to
deselect the bone. Club this all together, got this control BY
connect the bond. Alright, let's move this. Everything looks okay for now. We just forget to
connect these pieces, small pieces as well. Grab this hold catechol, this can throw be
born tab in space. Go to the side, grab
this hold Shift, grab this control
V, connect upon. Or at least see
what we got so far. Select this, it's
key and move it. All right, everything
looks fine. Let's move this right here temporarily and less,
more with this bone. Alright, that's great. Now it's following
the wheel correctly. All the tourists said
that bond and put it in the right place. Alright, so after that, so if I, if I move this point, everything could move with this. You remember this empty, we parent cell body
to this empty. So we will make this empty, follow the root crop, this whole thing here to
grab the route control B and choose bone, and this one should follow it. Now if I unhide the body and if I grab this route and Hickey, everything will move, will be moved with the roads like this. And if I move this
key like this, the tire should move. And I think we need
to make some change. I think it's wrong to connect the vehicle to the
roots right now, there's this high this because
I will tell you something. When I make the drafts. The, the body should move with the system
with with a tyros. Alright. And the roots should be
stay the same place. So that's me, that's
not the Honorlock, the connector, the connection
that I made, it's wrong. Alright, to do this,
grab this ALT P and clear and keep
transform or Italy. Let's see what we can do
it that's correct or not. Alright, less, yeah, we have the connection
and I just need to Alt P clear and keep
transform and the other scope. But I think we lost the
connection with, with the body. Am I right? No, The connection
is still there. That's cool. Alright? What I will do In this case, I can create a new bond. Alright? Or I can hardly see
what we can do. I think I can connect this to
this point, to the helper. Grab this whole.gov, this, let's see what's will happen. Alright. Club this, the empty
hold here because spawn, you can throw be and make
connection like this. Now let's make the thrifts. Yeah, now it's correct. And now when I move this, everything he could
move with it. And that's cool. Now if in high the body and make that drifts
key and move it. Alright, that's cool. Key and move this. All right, cool, crazy,
crazy, crazy, crazy. And if I move this
one as well, great. Club this all G and bring
it back high the body, Timperley and yeah, that's cool. Alright, so until
now we did great. Everything is almost ready
but we didn't finished here. We got some stuff to do. But I will end this
video and see you next.
71. 071 Rigging section Using weight paint to fix some problem: Hello everyone, and
we'll come back here. Okay, Now let's see what, what's what's the next step? Okay, let's check this area. The small bone
that we have here. The Marwan should follow
this one when the wheel, when, when the wheel
will be rotated. And we got a relationship
between these bones, we can break this relationship. And we can make this small bone without any connection with
this one right here. Key, we need to go to the edits and let's
select the small pond, hit Alt B and clear. We need to clear the parents. Alright, like this. And we need to connect
it to this one. Hold here, take up this I mean, the big control B and keep
officers don't connect it. The same thing for
the side right here. Grab the small one. All to be. Alright and clear, parents. And hold Shift, grab
the bag, can throw be. Alright, we got the problem. Grab the small one, ALT P. I'll at least hit disconnect the bone. That's what
to work as well. Hold skeptical up
the big can throw be and connect and keep offsets. Now let's go to the
Bose more than, let's see what we got so far. Let's select this one, hit G and move this. Now, these small bonds
follow the wheel bond. Alright. One more thing. Here we need to
kick in the sublet, this window to two. And let's zoom in here. And my eye here because
I need to see something. And I will move this to the x-axis because I
need to check something. Now if I rotate or move
the wheel like this, as you can see, the rubber should be effected
with the rotation. Let's select maybe
the suspension. This one, this one
elicit H to hide them. We don't need them anymore
for now, Kimberly. And let's go maybe here. Alright, so I think we
can select the bones and go here and turn
off in France for now. Let's syllabus at
this point here. And let's move it. Yeah,
it's okay. It's makes sense. I don't have any
problem for now. Let's go to the other
side here and let's check this side as well here. Hit G to move this. Alright, now here
we have problem. On the other side,
we have problem. We need to fix it. Alright, let's see
how can we fix it? Fair? Think maybe we can
hide the tire, Kimberly, I think
we can do this. Let's silica tire or
select the wheel. Alright, the tire,
slay the wheel. Silicon cap here and you
can hit H to hide them. Timperley. And let's select this
piece, that apart piece. And we need to go to the object would hit
tab and go to object mode. Select the bonds. Alright, yeah, let's, let's stick
with this one. I will go to the weight
paint to control the weight. So now I'm in the
weight paint here. And I need to select
the one that I want, which bond should affect
this one right here. Alright? If I go to the object, would insulate the spawn. Alright, maybe here Let's go
to the bones most Ferris, we need to select this point
to see the effects in here. Select this, go to the
weights like this. Yeah. Alright, this four right here, should effects from the top. It could affect this area. The spawn effect, this area. Alright, here we have the tool
bar for the drawing here, because we need to
bring back the effect. The weights is one. That's mean. That's me. If I paint anything here,
as you can see now, I can paint in the,
with the red color. Red curve mean the
whole geometry. Anything painted with the red, a tool be effected by the bone. The right in the blue means
there is no effect at all. The colors between
the blue and red. The average here, between just average between
the blue and the right. Alright, so we need
this area to be a red. And the rest people who I will hit Control Z to cancel
the pain that I did here. And I will take this to one. Taking this to one that's been able paint with the right color. Take this to zero, mean I will paint with blue. Let's take this to one
and use the gradient. And yes the click and move
them always just bits. One time, second time until you will create
an effect like this. Because we need this air to
be effected and not moving at all for, for this ban. Because we selected
the bond right here. When you do that, if you go here to the object
data properties, you will see all the bone here. So as you can see, we selected this bond
that Driveshaft left. And now it's the time to select the second point that
we have here, the small one. Alright, let's see, where is it? We, what we call it. We can start from
the beginning and I wrote down just keep
our eye so we got this. Keep pressing down until
you find the correct one. I'll let for the drive shafts. Alright. Alright. I think we
call it Driveshaft. Right? Yeah. This one. Alright. I just need to make sure that the Driveshaft, Driveshaft join. Alright, we need to
find Driveshaft join. As you can see, the effect
is very subtle here. We need to make it a
little bit strong. So go to the gradient, the way to one and just
to click and move. Something like this, we need the effect to be here,
just here in this area. So we did with that. Alright, this one, we did this, we did with this point
I think are not what we painted here because I
will check what I did there. Thrive Shift L lifts. No, that's wrong. That's
not going to work. Alright, this piece
now is effected by Driveshaft lifts this
point and thus throwing, I guess made a mistake here. So I will clear the
paint that I added here. To do this, we need
to paint with blue. Tag the way to zero. Go to the paint mask, hit a, select all
the faces, sorry. A, and then heft K to add the
blue for all of the faces. When accompanied
turn off this face. Now we just deleted the
effects from this bone. This bone now will not
affect this piece, but we need this bone
here to effect this. Alright, so we selected
a scholar Driveshaft, F T, R naught L,
the syllabus again, you are now push
this to one to paint with red and activated gradient
and the click and drag, something like this to them. It'll maybe couple
of times like this. And now let's check
the rest of the bonds. Let's see which one is effecting this as well to
avoid no problem, just check them one by one. Alright, this one
should expect that. That's okay, the right,
this one as well. And anything else should
not effect this wrapper, this joint, for example, this one Disk brake
should not affect it. If you see any color, you need to remove it. So let's remove
any color here and make any the color blue. That's not affect. Alright, so we got Disk
brake effecting this join, go to this face and
then hit Shift K parts. Make sure to take
this to zero half K again and turn this off. Check the rest. Go down. Yeah, we have this one as
well affecting this activity, this shift K. Turn this off, Let's go down to check this, this, this, or
there's no effect. That's me. We can say we're done with this. Now we can go to the object and select the
bones and go to the Bose mode. Now if I move this to
the left and right, as you can see, we still
have some problem. Exactly why. I don't know, but we need
to check this again. As you can see, this area is affected just a little
bit still affected. Alright, so let's see
how can we fix it? Why does happen?
Listening this again. Go to the weight hold Tab and move the food
to their weight paint. Or you can reach it
from here. By the way. Let's select the points I can Alright, this one
should not affect it. The next one, okay, that's cool. But I think that affects
reach to this area. This case, we need to
take away to zero and the gradient and keep painting from the opposite
side to give this, just give this a blue color
like this and that's it. Now let's go to Objects, select the bones, and go
to both cell like this, G. G and move. Yeah, now is working correctly. What about the side here? Grab the tire, hit H to hide it, grab the wheel, hide
it, and that's it. Now let's do the same
scenario. Let's move this. We don't have any problem, but I need to check the other points of these
points effective this rubber. Select this, go to the top and go to the weights like this. And now let's select
these points. This one hood
affected, that's okay. This one, The big one should not
affect this. That's wrong. Activate face is zero out of this shift key to add the
color, the blue color. This one should not affect it. This far I here. Alright,
if we have a problem, help problem with this.
Yeah, we help them. As you can see, we have
a little bit of color here that's been in this
one will effect it. Activate the phase shift K, add blue color, make
sure to zero of this. What else? This one. Alright, this one. What else? Turning this off. This one, this one, any, or any bond. We don't need it to
affect this one. We could remove the effects from it and you can kick them
one by one by the way, just keep pressing the
arrow down until you find, for example, this one,
thrive hip joint. Thrive hip joint left. Yeah, this one should
affect part of this. Do we have no
problem right here? Alright. We have
some effect here, but we need to make it
a little bit strong. Okay, That's cool.
Let's move this to one and paint just a
little bit like this. Something like this.
Maybe. Let's cool. And what about Disk brake
should not affected and the rest drive shifts left. This one should affected. And yeah. But I just need to delete
the effect from this area. Just add some blue color here. Something like this would work. Yeah, let's go the rest. What about the rest? Arrow down and let's
check the rest. Alright, so we don't have
any problem anymore. That's cool. Now let's
go to the objects. And now let's check
this globular bond. Go to the bolus to like this. Zoom in here and here in
this area, hit G and move. Everything works
correctly without any problem, as
you can see here. And for this one,
the same scenario. Very cool. Let's hit Alt H to
bring all the pieces and that doesn't have been
manually less activate them. The tire and the stuff, a suspension and what else? I think that's all. Alright, let's bring the body. And now we have a drifting here. Alright, something that's
very cool, Very cool. And we can rotate the
front wheel like that. And everything now
should work correctly. Alright, if I go here, for example, as we
can see, very cool. Nice. Alright, so I will end this video and
complete and then X1. Okay, so see you next.
72. 072 Rigging section Adding transformation constraint: Hello again, Welcome back here. Okay, now we need to make some, some relationship
between the roots and the other tires here. We need, when this
bond has moved, we need the tire to be rotated. Let's see how can we do this? Select the armature and
go to the pose mode. And let's start with
this bone right here. Okay, the big one, the bone, the name is wheel,
FTL, front, left. Alright, let's go to
the constraint here and less transformation. Okay? What we need is when
this bone goes forward, these tires should
be rotate like this. Okay. By using transformation
I can give us and less, how can we do that? So I added a transformation
for this bond because this bond should
follow the roots. Alright? In the target, target, the armature and the bone, we need the roots. And in the space, we need the local, local space. And here we have mapped
from map to or less open those two here and let's
see how we can use them. Map from means. From where you want to create the relationship from
the linear animation. We said we need the
linear animation to be taken like this. Transform the
linear to rotation. Map a from linear from
location, linear way. And we need to use
the Y to the Y, always to the White
though the local way. Here we have minus,
minimum and maximum. The minimum, let's add 150. In the minus. You can add a number
bigger or smaller. But these numbers for the test, add this number, you can add
100 centimeter, that's okay. And let's add here the same
number, but positive 150. That's cool. Alright, we need MAB
forearm location and we need to change the
linear animation tool rotation. So map2 rotation the rotation and go to the why,
a source. Why? And in the minimum, I will
add minus 180 degree. The maximum blessed
when 80 degree. Now if I move this, the tire should be rotated. But as you can see, the tire is rotating
the wrong way. We need to fix that. Okay, That's cool. Let's go to this point again. And to fix this, we can change a minus and the rotation deleted from here
and add it to the maximum. Enter. Now let's do that again. Hit G and move. All right, now is moving in
the correct way. But when we move it 12, stop to the point. To make this a rotated
always we need to activate. This option right here. Extrapolates, just activated and this
problem will be fixed. This key and move this. That's cool. Well, if you change
the number right here, a few, less than 150 or more, when you move this
point, this tire, either be slowly or fast. Alright, so 150 is cool for me. Check yours, okay?
Okay, that's great. Now, let's do the same
scenario for this wheel here. Select the bone that
we need, hold Shift, grab this, and then go to Bose and go to can strain
Coby tool selected. And now we gave this
point the same constraint And now let's move this LLC. What we will get here, the
same innovation, that's great. And for the other side,
Let's select this. Hold, Shift, grab this, go to boas constraint Coby,
the Twitter selected. Alright, so we have here, let's hit G and move this. Alright, is rotating to
the wrong direction. We need to fix it for the site. Grab this and the
switch, the minus, let's add minus here and
a positive right here. Delete this, hit Enter. Now, it should work
correctly. That's great. Let's select this hold Shift, grab this one right here. Go to Bose and constraint
code to selected. And let's modus
grades. That's cool. We almost finished here. We done here. I saw we did and
everything is okay. Now the tires are rotating
in the correct way. We just need to make
sure of something here. When I make the rotation any, to make sure that I don't
have any twist here. So in this case, what I will do is I will hit Shift a to other chimera here. And I will frame
the camera to here. Maybe just hit Control Alt zero to frame the camera
to the View and hit Tilda to control Tilda
to control the camera. And what's in there was
a hint that you want, for example, right here,
something like this. And you can connect the
camera tool any place. For example, I will connect the camera to the
interior silica chimera. And then hold here, take
up the empty Control D and just connect them like this. Now when I move this, the camera realistic there. Now, let's move this
window here has zero to look at the scene
from the eye of the camera. Here, I will move the vehicle
and I just need to check, as you can see, we have
some twisting here happen. And let's see why
that's happening. You know why that's happened? Because this bone
is not rotating. And that's what we
need to fix here. Alright? So let's give
this point at constraints. I need this bond to take the rotation from
these points here. But we need to take
guest one rotation, just the x-axis rotation. Select this bone and go to the constraint and
add Coby rotation. Because we need to cover
are taken from this year. The same scenario cures the armature and we need
now to choose the bone. Alright, I will choose a wheel, whereas it's wheel F
T front left school. And we don't need
all this actually, we just need the
x-axis in Toulouse, local and local here. Now let's move this and let's see what's
gonna happen here. G and slowly move it
alright, to the Y. And we should see some
were taken actually here. Alright? I think the x-axis
is not the correct axis. I don't know. Let's make sure. Alright,
yeah, let's pick. Alright, let's
activate the axis for the bones to avoid any problem. Let's activate the
axis and let's see what X is we want,
we need the why. The Z goes up, the exterior and the
way we need the Y. So select this point and
go to the constraint and just choose the white novelist
she was going to happen. I will hit G to move it, as you can see, I fix it. If I turn off, turn on the wireframe,
we can see that better. If I rotate this to the
left or to the right, this point will not be affected. This one, as you can see, this bar right here, will not take the Z rotation, it just will take the Y Rotation. And
that's what I wanted. Actually. Let's select this one,
hold, Shift, grab this. Go to boast to COBie the
constraint from here to here. Go to Bose and go to
constraint and kobe constraint to the selected
bond. We have it. And you can actually keep it. You can keep the,
the left wheel. I think we that's not
going to make any problem. All right, Maybe that's
what we flip the result. Yeah, so okay, that's cool. We have no problem. Let's go to the bone
and let's choose wheel. Ftr. Ftr, we'll FTR. Where is it? Yeah, this one right here. And let's move this. Now. Everything is cool, but let's take the camera
for the other side, grab the frame, hit Shift till that to
control the camera, like you're playing a game. Hey, move the
camera to the side. Rotate the wheel
back of the most to make the movements
slowly and go here, zoom here, grab this. Just to go up this, how can I grab it? Let's grab it here. Lights and activate wireframe so we can see Grob the
roots and had key. My eye here. Okay, ten move. Alright, we don't
have any tourists. Everything looks fine. Everything looks okay. Let's move this. Yes, alphabets. Okay,
everything is great, actually. Very, very cool. Alright, Very cool. Now let's bring
back the body here. And we almost finished here. We just need to give these bonds a shapes to make things
to looks better. But do you know what's, I guess forget to add one bone right here to control the door. That's very important here. We can do it right now. We have no problem. Alright, let's select the
bones again and go to the edit modes,
endless close this. Let's take this one, hit D to the Z, and let's add another
kobe right here. And maybe we can move it here. That's okay if you to
this and move it up, enlists change their
name over this point. Let's call this back cover, door cover, back cover. Call it any name you like. Or let's call this back door. Cover. Something like this. Now hit tab and go to Bozeman. Select the body
here, hold Shift, grab this, can throw a, B and can connect the bone. Now if I grab this HD
key and move to the Y, I will have the bone, the door open and close it. But we need to luck the axis. All of them. Just to click and go down. Click, Keep holding the
left-click and go down like that. And just keep the y-axis
activated for the location. Because we just need
that and that's great. But we need to do
something else here. This is very important
and beautiful as well. We need to look the bone. We don't need the bone to go
like that or go like that. We need to give it
a space to move. This way, we can add
a constraint here. Before we do that, I
just need to check is everything is okay. Yeah, everything is okay. Everything is cool.
Select this point and go to the bond constraint. And let's add here a limit
from limits section. We need to limit the distance. And we need to target
the armature and cures the spawn in recall
it's what we call it. Back door cover. This typed back PA. Yeah, we got this right here. And we need to use a local. The same scenario here. Alright, limit this
says, is that, alright, I think I just need
to make sure that I selected the correct sorry, limits location, not
intimate distance. I guess I made a mistake
here. Limit location. Yeah. This one. We need to limit. We need to eliminate the
location to the, why. The minimum and maximum here. Alright, now let's see, we got some problems, as you can see when we
activate it, this one. But we can manipulate this and we don't need
to work with world, we need to work with local. Alright? The minimum we can add, for example, 15 centimeter. And the maximum we can add
maybe -15, somebody like this. And let's see what we will cut. I will hit G to move this. Alright? Or at least you can,
we can throw that. In this case, what I can
do if I want to be precise I will use I will grab the bone and he'd key
and move it to the why. But as you can see,
it's not moving. But watch the Y here. You will see some
numbers changing here. Just hit heat with a why
and keep pushing the bone. Even if the bond not moving, moving, just do that. And move them out
just a little bit and hit the click
and accept that. We moved the bone
about two-meter. But the bonus till right here, because because of this number. And now manually I
will hit Shift Enter, try manipulating these numbers. For example, as you can
see when I move this, alright, I can move it
all way right here. We can. Alright, somebody like
this stopped here. That's mean we need to move the bone even more
just a little bit to the way to the white
and move it just a little bit and accept it. And now here, manually hold
shift and move this one. All right, that's
correct. This That's a great for the door. Now. The door is hidden here underneath the glass
and that's what I want. So now this is this top point
right here for the bone. Let's take this one. And as you can see when you take it at full stop right here, I will move it beyond that. Hit G with a white and tickets bag all the way right here. Even have the bone not
moving. That's okay. Just move it and hit
click to confirm. We have this number, confirms that the
bone is moving, but because of the
limits stopped here. And notice many believers until you move it to the
right position someday, maybe right here, or maybe less. Something like this.
Yeah, that's cool. And limited. Now, hit Alt key to
both the bond in the correct position and
now hit G to move it, as you can see, it
will stop right here in this top right here. And that's what I want. Maybe we can do the same
scenario for this bond. We don't need this
one to go all the way like this because
it does not work. We needed to move just a little
bit right here and stop, and go there in a stop. Alright. Select this, go to the
constraint bone constraint, and let's add limit
location, okay? And we need to use the x-axis, activate the accident
the minimum and maximum. And move this to the to the X key and just move it away and confirm
that as you can see, we moved it 900 centimeter. Here. We can control it. You can see this one
not gonna work less, use the maximum and move it,
for example, right here. And it will stop right here. Now, grab the bone. It's alt key to reset
it to bring it back. And then Yi and moved
on the opposite side. Just move, move,
move, and then click. Alright, we have
the number here, and now let's control
this. Let's move it. All right, here. We can add the same number, but in the minus. Alright, so let's add
the same number here, 261 and hit Enter. Great. Now, all key to bring it
back. So now we have limits. As you can see. I think there's too much, but we can reduce the Fourier like. And we can do the same
scenario for the drifts, by the way. Alright? But I'm not gonna do that. I get everything cool. But one problem though, we have here, as you
can see the door. Alright, I think that
because we didn't connected the wire to anything,
this wire right here. So let's grab the
wire hold, Shift, grab the empty here, control V, and
connect the object. And let's see, now,
everything looks fine. Let's grab adrift. Sorry. Alright, the bone that
we have here should follow the body as well. Here are, let's say, could follow this point here. Alright, That's okay. Let's go to the edit mode. Grab this point,
hold skeptical up. This can throw a,
B and keep offset. Go to Bose. And now let's see
what we got so far. Qi and Yang now is working
correctly I think. And we need to move this one. And let's see what
we got so far. Everything looks okay. Alright. Everything looks okay. And when we make it drifts, everything looks okay as well. And if we move this bone here will be open and close
it without any problem. That's cool. Bringing to
this here alt key to reset. It's alright. This one, we can look all the axis and keep the x-axis open like
them like that, and keep the ECS Open. Alright, to avoid any problem. And what else? This one right here, I can keep it free accurately.
That's will be better. I think we're almost done. We just need to give these
bonds a Heaps, I think. And that's it. Alright, so, yeah, that's it for this video
and see you next.
73. 073 Rigging section Adding extra bones to create the suspension effect: Hello everyone and
welcome back here. I just taught myself why I don't add more controllers
to control the body. In case, for example, if I want to tilt the body towards darken
or to this direction. I mean, if we assume
that this is the body, maybe I can tilt it like this. Just a little beds
are tilted like that. Something like this. Alright. Let's see how can we do
something like this? It's like we want to make the suspension like work like
the real cars or trucks. And maybe making
the shock absorber. Working like a real car. The CEO can we do
something like this? But I can do is I can go
to the edit mode, Ferriss, and maybe I can select
the this part right here, the road and hit Shift D and just take a copy maybe
right here we can put it in, rotate this kobe like
that Nanodegree. And maybe we can make it small and hit Key and maybe we can move with them
both right here. Something like this. Alright? The, the whole track will
be connected to this point. And I will hit Shift D to the Z to take another Coby
and put this code. We may be right here. Okay, when I moved the spawn, like this or like this, the body will follow it. And when I complete, you will understand the
CNR where I did that. First. Maybe we
can, I don't know, maybe we can hide some bonds. Okay. Alright, so did we
created layers? We don't create a layers. Okay. Let's select some
bones and high them, put them inside layer. Or maybe we can make the bones in the front
so we can see them better. Okay, Fair think let's call this newborn that we just copied. Let's call this
maybe suspension. And maybe we can call this
one suspension point. Something like
this. You can call it any name you like calculate. Alright, That's great. Okay, don't connect
these bonds for now. First let's try to, we need to connect the body, the body with this one. Let's go to the pose mode, hit tab and go to Boss Mode. Now we are controlling
the body by using this. And now the body is
connected to this point, I think the small right here. And this bone should
follow this point as well. So the first thing, the select this, hold
Shift, grab this. It can throw be and keep offset. That's mean. When this bone move, this one will follow it in case we want
to make it drifts. And this poem, maybe
he would follow. Yeah, Maybe you should
follow this one as well. Halting of the club
less controlled. B, give us the both of the, both of them should
follow this one. And nobody should follow
this point right here. I will go to the bus
mode and the crop, the empty hold, Shift, grab this ban, the syllabus, the syllabus hold Control
and deselect them. And it can throw
be enqueues bone. Now, the body moving according
to this spot right here. All right, let's cool. Now let's see how can we create a relationship between those. I need this ban,
follow this one. Whatever this bond goes. Maybe I push this right here. I need this bond to
follow it like this. If I move, if I move
the ball right here, for example, I need this
point, follow it as well. So in this case, we need to use their constraint. We need, we need to
use dumped truck or this and pick the armature and cures the suspension points. This point right
here in the bone, go here and type SUS
suspension points. And we got it or it. Now if I move this bone cake and how the
body is following this. Alright, something like this But if I scroll back here, the influence here,
it's very strong. If I reduce the number
right here to, for example, buoyant one, I can make the influence a
little bit slower. Now if I, if I move
as you can see, the effects become less
and that's what I want. So boring one is okay. You can go beyond
that if you like. Alright, so now I have
something nice here. If I move this bone to
the left or to the right, buddy now it's following the the bone forward,
backward bots. If I take this to the Z
axis, nothing happened. I need to have the
ability to move the whole body down and up. I need another constraint, or at least in like this. And let's add
another constraint. I will use COBie
location, juices. And let's close this one. Q is the armature. And pick the suspension
point right here. Now, this point follow this. The suspension point. Because the target and the
ulnar is in the world space, three loads to
local, local space. This one as well, Local.
And that's great. All right, Now we need to see
which axis we could follow. I will go to the bone
here and activate axis. Axis activated. That's cool. Now I need to check the axis. Alright, here we
have the Z-axis, X, and this is the Y goes up. So we need, why? Turn off the Z, turn off the extra,
don't need them. Now if I grab this and hit G, are Atlas due to the local, I think that's will
be better and let's activate the use my hair. So now we are in the local mode. Now if I grab this down and up, now the bone is followed. And if I crop this
to any direction, it will, everything will happen. All the constraint that
we add here will work. Listed all the yield
to reset the location. And we need to do
something else here. Let's scrub this bone. The influence is very strong. Now if I take this down to the, if I take this like this. But their influence is very big. In this case, we can
add 0.1 as well. Alright, now if I move this, now with the effect become less, something like
this, maybe we can make it just a
little bit stronger. 0.15 maybe. Alright, I will take this down. And now we got
something that it's actually very cool, Very nice. Alright, now the
bone wine, when the, when the body reach this
area, bond goes inside. I don't like that actually, I will hit Alt key Torricelli's. In this case, we can make the
influence just a little bit stronger maybe to
point to grab this. Yeah, something like this.
That's better. That's better. Alright, pointing to is okay. Alright, What else
we can do here? Now we need to limit the
movement of this point. We don't need this point to
go like crazy and all that, or can we need to limits
the the movement? So I will select the suspension point and
I will give it limits location to limit the the
movement or it's a suite. The transform
orientation to local. I activated the gizmo. So now we are see the real
darken of the bone itself. Because we are in the local. I will activate all the axes because I need to work
with all the axes and kick this to local.
That's very cool. Now what we want here, we need to add a number. I don't know what number
I should add right here. But Let's test. For example, I need
this to go to the Z. All right, that box right here. If I go to the left and
if I take this to Z, it will not move
right now because I, the, the limit is working. I will turn off their
the limit location and I will move this right here. So right about here. If I move this about
112 centimeter, I will get this result. I moved it to the z-axis. So in the Basel Z, I need maybe I can add 110. Hit Enter. That's all Be okay for me. Now, I can move this
through the should move acually to the z-axis. We are working in
the local space. Alright, maybe we need to
kick the opposite side. Let's take this back. In the minus. We need to take this
about 150, maybe. The -150. Sorry, this is the
minimum and this is the maximum. The maximum. I think we should add 110 here. And here we could minus 150. Let's see, do we
have now something? Yeah, now we have something but we don't have the limits
because this one is off. Now the limit is walking. Has very cool according to the
number that we added here. Alright, so forward and
backwards, we solve it. Let's check the left-hand, the right as you
go to the front. So this is the x-axis. I will turn this off. I just need to check. I will take this almost right here or
something like this. Will be cool. About about 100. I think that's what
we'll be. Okay. So in the X axis, in the minimum and maximum, because we moved this to
the positive direction, about 110, maybe
the maximum, 110. The same thing we can
add in the minimum, the same number, N minus -110. Now let's see what
we got so far. Alright, let's turn on
the limit location. And now we have limits.
That's very cool. So we fixed forward, backward, and lefts and rights. What about up and down? Let's go to the right.
Let's move this down. And let's see how much we
need to move this down. Let's turn off the
limit location for now. Let's take this to the
local y-axis down. Alright, about 40,
50 centimeter minus, alright, 48, something
like this, 45 minus. So let's go back here. In the minimum, -45, hit Enter. And the maximum, I
think we can leave it. Let's activate this
and see what we got. Alright, now we have limits. By the way, I, when
I move the bone, my eye right here, watching the number here. Now if I move, check this, the top left corner. As you can see, I can kick
the axis from here as well. Alright, so now we
gave it a limit. Now we can move it like that, but make sure not to
go too much because you will have some penetration here when you want
to make animation. Just be careful of that. Alright, so one of the
problem we got here, when we make some animation, we got a problem
with the door here. We need to change the
relationship of these points. Alright, let's go to the it is because we need to do that. And the edit mode, I will
select this point and make this bond follow
this because it should follow it up
this whole to have the club this can
throw be keep offset. Now, this bond follows this point in the box plot and thus it, Let's
go to the Bose. One more thing here, we need to do it as you go
to the wireframe. And let's pick this lion
we created for the door. And let's make this
line, the selected line. Let's make it follow
this point as well. Hold hip the club
this can throw, be and link, sit parent to bone. That's great. Now let's see what
we got so far. We have nice suspension here. Now we can do some
nice effect here. For example, when they
strike, hits brake, should go forward just
a little bit like this tilted, something like this. Merkle. If you want to
take it down or up, the door, should work correctly. If I move it. India now is working correctly. This Chegg the the drifts work correctly
without any problem. Front tires. Very great. The
roots. Very crazy. Amazing. Okay, Very cool. Okay, Now it's time to
give these bonds shapes. Okay, let's go back to
the object material. I think we can do that
and the next video, because I don't need
this video to be solid. Alright? Yeah, I will end this video
and in the next video we will create the
shapes for the bonds. Okay, that's it
and see you next.
74. 074 Rigging section Adding shapes to the bones: Hello again, and
we'll come back here. Let's hit Create
Shapes for the small. I will give each one a
shape to control it. Alright, first let's
start with the roots. We need to give it a
spicule spectral shape. Okay? Alright, so let's see
from where we can start. Let's go to the top and maybe we can add plane and
move the spleen away, maybe right here
and start with it. Maybe we can scale.
There's just a little bit to the why and make cuts. Make the size just a
little bit bigger than the truck, something like this. Maybe you can control it and you can scale it later
or something like that. Let's move this right here. Top of it is more than
maybe we can grab these. I don't know, maybe you
can grab these vertices, this yellow, just a
little bit like this. We can be bullets. Control B. It can throw heft B2B,
all the vertices. Alright, let's apply this
kill ferrous because we got problem when we made
the bevel can throw a, apply the skill
Tab Control Shift be after you select
all the vertices, Control Shift P to
bevel the vertices. And let's give it a bubble and
maybe something like this. And yeah, that's it. Now let's go to Face. Select this face, hits X to delete and
delete all the phase. I just need the edges. That's crazy. We, we done here. Alright, when you complete
and create the HAPE, can throw a, maybe we can apply the rotation
about the scaling case. We have any problem. Now we can go to
the armature and then go to the Bose
mode and select the bony that you
want to change it. And go here to the words, it's to the bond properties and go to the viewport display. And here we have a cost object. Well this points
selected and go to this eyedropper and pick the HAPE in a week at
the hip right here. You can control the scale
for the X and Y and sets. If you want to
make this smaller. Alright, here we
have an option to scale to the bond length. I will keep this on
and I will grab this. And the skill It's,
and the edit mode tub, it's a and the
skillet embedded mode when you scale it and tap out, the, this one will be
effected Oswald with it. One more thing here
maybe we can do, we can move the
ultimate forward. If we want to do this, we need to change the position of this
one in the edit modes. Or maybe we can man abilities. These axes as well. We can do that. Maybe we came up with just
a little bit like this. And the other assets.
That's enough. So now we have this
become the roads hours. What's next? Maybe this one. Let's give it a special shape. Let's select this one and hit M to create a new collection. Hit the New Collection
and let's call this cables. Hit Enter twice. Alright, let's go to the
topic and maybe we can tap, and maybe we can select
edges from here, shift D. And with this a right here, P is to separate it. This four. Let's work with this new tab and select
this hit E to extrude it. Let's extrude it like this. And maybe we can now extrude
this edge right here. And maybe we can crop this
and this and extrude them. But we are in the local mode. We don't need local
mode anymore. Let's go to global and let's
reverse two bounding box. Hit E to extrude those
and hit S to the why to Bush those
away like this maybe. Now let's see, grab these
vertices because of the vertex. Then it's M and marriage in the center to have
an arrow like this. Okay, that's cool. And maybe we can add an
H right here, Control R. Maybe we can rotate
the chest a little bit like this and move
it down like that. Okay, that's cool. And we can add an
H right here in the middle in
mirror or the side. Grab this X F to
delete this face. Club those Shift S
course are too selected. Tab I'll try to
click Set Origin, origin to 3D course are to bring the to bring the origin dot right here in the
position of the 3D cursor. Alright? Now we can use middle, go through them with
the fire and add mirror And that's great. I would like them or you don't
need it anymore. Top. Now let's select all the faces. You can hit a
actually if you want, and then hit X and 2's, sorry, just hit Control X to
delete all the faces. And then with this
face selected, it takes enqueues only to open that delete menu
and choose olive face. Now we got this. Cool. Alright, I will move
this maybe right here. Put zero, and let's
go to the bone. Make sure that you are
in the boats mode. And then go through
the bone properties, go to the costume, and let's pick this one. And now we have something here. You can, if you like, scale to the point size and
we have something cool, we can use this one as well
to the steering point, I think we call it yeah, select this one and pick
this same object here. And that's cool. You can turn this off if you
like or keep it on. Now we got something cool here. Alright, What else we need to create an RO for
this bond maybe. Alright, the shell,
can we do that? Let's go to the topic and maybe we can hit Shift a to add. Alright, sorry, Let's
go to the object. We need to go to the object, Shift a to add plain. Move the plane right here. Hit S, make it small, maybe something like this. And tab. And let's see, grab
these vertices, maybe in key and move
this right here. It's either through
this like that. And maybe we can grab those and those sets
E two extraordinary. We help problem here. Hard does not gonna
work like this. Let's select this edge, this edge, and
it's E to extrude, then S to the x2, extrude those away.
Something like this. Club. These vertices hit M and
marriage and the center. And maybe we can make
this a little bit smaller and take this bag, maybe something like this. And now select all
of these faces and hit Control X
to dissolve them. And then X and choose olive
face to have this one. Alright, we finished. We can make the clause
right here maybe. And then crop the armature, hit tab and go to the most mode. Select the bone that you like to change and go to the
bone properties. Eyedropper, pick the arrow
and we got the arrow. But because this one was big and we scaled this down,
we have this result. Maybe if we apply the skill, Yeah, Yes, I'll
blow this to kill. And now we got nice
shape here. Very cool. Maybe I can use the same
R0 and do something else. Let's go to the top. And maybe we can this tablet
mode and select this. Lissa, bring the 3D
cross with a selected. Whereas it, I will tap out Shift S N course have selected here, now
we have it here. Cool. All right, Let's tablet
mode and go to vertices, select all the vertices and
the transform pivot point. We need to change this
to 3D cursor because we need the 3D cursor to
be the pivot point. I will have HIV detect, Coby and Arthur rotate
90 degree like this and hit Shift R couple of
time to have this cape. And maybe we can move these vertices G and move this
and stop it with this one, crop, this one Hickey
and stop this here. Glob of those Hickey
hold can throw stones. Here are the same
scenario for this. That's great. Now, we need to delete
these edges here, X, t0, and they call
these vertices. And the X-ray mode has Z. Those, all of them had em
and married by distance. And now we have four
vertices marriage. We can grab those
Control Shift P to give them just that
nice purple like this. Maybe what else we can do here? Let's see what else
we can do here. Maybe we can grab these vertices
and hit the key to this. You can just move those
down just a little bit. Alright, so now we
have four sided arrow. Let's go to the solid. Select this one, this
bone right here. Alright, so we can select it. Cool. Let's go to the bone properties
and pick the same shape. Cool, very nice, but
we have one a problem. This goes to the
wrong direction. Alright, so as you can see, the why for this
object goes like this. And the wife or the
bone goes like that. We just need to align the way. Alright, we need to
align this to the why. What we can do actually, we can go to the, see
what we have here. The select this object first. And let's go to the origin and we can rotate the
origin actually, we can make Y goes
up and that's it. So hit R to the eggs to rotate this hold Control to snap it and rotate 90 degree
and we just fix it. That's it. And then turn this off. Now we have this
cancer, all are here. Take this bag. Then we can use this one. That's better. Cool. If you want to scale
it, make it big. You need to grab this top it
a and then S to scale it. Then tap out and kill this. This whole to work. Very cool. Let's move this just
author with OA. Alright, so all of these shapes should be
in the shape collection. Let's hit M and Q is shapes. That's cool. Now they are in the
heap collection. Do we need anything else? Do we have ng-controller? Weakest, forget. We have the roads already. We have this four drifts. We have this one to open
and close the door. We have this one to
cancel the suspension, and we have this font
to cancel the steering. I think we don't have
anything else to do here. Is when you combine it and
satisfied with the result. Now you can select all the bonds that you want to hide just
to let them like that. Okay, maybe club those here and those here as well.
And this one right here. And when you select
all of these bonds, you can hit M to open the bone layers and put them
in LA, or you would like. Now all the bonds
inside this layer, now I can pick another layer, maybe I can put them right here. And now they goes to this layer. I can unhide them, hold shift and, and
have them like this. And click or I make
this one octave. Now this heme become
more cleaner. We, and we can grab the
heaps as well if we like. And we can hide the shapes. Actually. Know these shapes. I mean the MTS here,
where are they? Yeah, from here. And hide the shape as well. We don't need them anymore. Now the scene become cleaner
and everything looks fine. Let's kick of the result. By the way, the
axis for the bone, for the bonds still activated. I can turn that off. I can turn in front of as
well as will be better. And I can unhide the
links from here, I think. Where are they? Relationship lines? We can turn this off.
Don't forget this one. Fluorine. If you need to fix any error, you can, if you, if you
will need to add anything, make sure to activate
it because it's very important to let
you know where you, where the lynx goes. Okay. Now let's check. Is everything is okay. Cool. This one. All right, as grades. And what else? This one. Alright, that's cool. The small right here. Very cool. And the roads are a
great, very cool. Now the truck become ready
and everything is cool. We don't see this. The camera, we don't need it. A very nice. By the way, if you want to
reset anything, for example, if I move the roads and I
need to reset the location, yes, hit Alt key. If I rotate the root like this and I need to reset
the rotation, just hit Alt R.
And the receptors. In the same thing goes
for all of these bones. Listed. Bring the 3D cursor
in the middle, Shift S and corso to
the world origin. And yeah, now I can
end this video. Everything looks fine,
beautiful and ready. Cool, or we just need to
render it and that's it. That's it for this
video and see you next.
75. 075 Render section Rendering the truck with simple scene: Hello everyone and
welcome back here. Okay, Now is the time
to make a render. If we need to render this, we need to add a camera. I will hit Shift a to go to the Add menu and
then choose a camera. Now the camera is right here. Let's pick have
you, for example, we can, alright, this
view, maybe it's nice. I will position the
camera to this view, just hit Control Alt and zero. I will activate the screencasts. I just forget that.
This ad here, number one, this right here. And then just hit
Control Alt zero. And now we position the
camera to the view. After that here we
have the focal length. I will change this to 120 millimeter and
I will hit Shift, tell that to to access the the walk-through so I
can control the camera. And now I will use WASD, like you are blank again and
guess move that camera bag. Something like this. You can rotate the wheel of the mouse to make the movements slower. Or something like
this is nice for me. And I got this result. Oh, that's cool.
I've started that. I need to add plane
underneath the truck, hit Shift a and let's
add plain scale. It can make a big, something like this maybe. Oh right, That's cool. Let's go to the object
data properties. And we have here the visibility. There's activate this. Here we have an option
called shadow catcher. We need to activate it. Alright, and for the
ray and visibility, or if maybe we can, The activates some
of these options. All right, let's leave
those as they are for now. When you activate
shadow catcher, this plane will be disappeared. Or let's say what will be
mixed with the background and weakest going to
catch the shadow underneath the truck
without seeing the plane. Now if I go to the
camera and Z and go to the Render, see
what we will get. As you can see right now, I have the header on the plane, in the plane now, almost mixed with
the background. That's why I used activated
the shadow catcher here. If you'd like to can rotate rotate the
environment as well. If I sublet this window
to to window here, we can go to the shader editor
and let's go to the world. And if I select this
image and hit Control T, no triangular will, will add
mapping and coordinates. I can use the zero
rotation to rotate the environments and gets light from lighting
from another direction. Alright, something like this. And that can add
extra lights if I like to illuminate the scene, or I can increase the
strength from here. I can change the background
color from here to white, maybe, to a black to
whatever color you like. And let's make our
first render here. Let's select the camera
and hit Shift tilda to activate walk navigation so we can control the camera
like you are playing a game. Hit W to go forward
just a little bit. Because they need to just make
some small Zoom like this. Hello rights. Or maybe we can go back
just a little bit. Alright, that's cool. Now let's go to the
Render Settings here. And here we have a viewport render setting
for the viewport. And here we have the final I will not use that
noise threshold. I will use symbols. Just add the number
that you like. And when you add more here, you will get more clean results, but that's needs more
time to be done. And don't forget to
activate the noise to help us to give
us better result. For me, I will use maybe
300 pass or samples here. And I think that's it for this. We don't have much to do here. And now we can make
Orpheus render here. You just need to go
to render and then render image and
you will be done. I will learn that this image, and when render is
complete, I will be back. Let's go the solid fairest, I think that's
better and then go to render and Render Image. Okay, Now render is done, and this is the result. As we got. This is the easiest way to
to make rent or like this. Let's see how can we
create another scene. I need to add some
symbol objects and use and other
lighting technique. And let's see the
result, how it will be. Alright. You can save the image, just go to the image and
then Save As and save it. Alright, if you like,
just give it a name. And from here you can change if you want to
save it with B and Key-K, big or water or whatever
format you like. And then hit Save
image. And that's it. Let's, you could tell from here. All right, let's listen. Create a simple
scene here first, let's make a scale
to this plane here. And let's try to create symbol objects and put the
camera in another place. This to create a cube here. And this move this
cube maybe right here. Yes, let's make
it big like that. Maybe we can take this up
and let's tap it more. Maybe we can take this face
up. Somebody like this. Maybe. Maybe we can move this phase
just a little bit like this. Alright, let's hit K
to activate the NF2, or maybe we can make a
cut, goes like that. And let's take this vertex and they just need to
move it like this. Maybe I can move those. And I can move those as well. All right, something like
this from the fronts. I think we can move this up
and align it to the ground. Enlisted lake this plan and
make some changes to this, make it big like that. Hold Control and snap it. And let's take this vertex with this one here and
move those like that. Let's go to the camera is
zero and select the camera, tab out the camera and then hit Shift tilda to activate
walk navigation. And let's put the camera in another place, maybe like this. All right, something
like this maybe. And let's change this
to a 3D view board. And let's keep it on
the camera in here. Let's make some change. Okay? First let's make this plane
a little bit big like that. And the from here in this area, we need to create
something very simple. I think we can make
change to this design. Like taking these vertices down, something like that.
Alright, that's cool. Alright. And we can give it a bubble for like subdivided if we like, we can do that as well. Alright, so this
creates a cube here, hit S and make it big like that. And let's make this
penetrate the design. Something like this. And
let's make a slice here. I need to make a
slice right here and the slides
right here as well. In this case, we
need to activate and Aldon and the
preferences is called. Whereas it's a scalpel tool, be double 0, L will
talk to us activated. And when you do that, you
will find this right here. Alright. Lets you can reuse it. I will teach you how to use the shortcut to
access this edits. Or let's say this
section right here. Select the kettle
because we need to use this one as a
Qatar hold Shift. Select the target and then hit Control Shift B to arcus to access the Bowl Tool
and we need to use slides. Now, what I did here, I got three pieces Alright, that's what
I want it here. But I think let's hit
Control Z a couple of times. I think we need to make this a little bit smaller, the cube. And maybe, maybe we can
add more cubes here. Hit Shift D and take a
copy maybe right here, either kobe, right here as well. Something like this. Crop these three cubes and hit Control J to make
them one piece. And then select them and
then select the target, hit Control Shift P and Q slice. And now we got slides. After that. Let's add a bevel. Just select any object you like and just
add a bevel on it. I think we need to, I would like to scale
for this object, hit Control a and
apply the skill. And now let's give
it some bevel here. Maybe we can add three and use Hard to normal and activates
Auto Smooth for this. And let's cope with the
same level of from, from this object
to these as well. Select this one hold here
to copy this Control L and kobe modifiers and
apply the scale. Would this apply the skill for those can throw
layer by the scale. And let's activate auto smooth
for this. And there we go. Now, we got nice
slices right here. We can see them
inside the camera. Okay, now what's next? Let's add a cube. Let's use this tool. Click and drag. This creates
something like this. Alright. Hits half the space to choose, Select tool, sorry, select box, and then hit D to take a Coby. Let's other kobe right here. Maybe. And maybe we can edit this just a little bit tab in
the Cyclopes vertices. Let's move this just a
little bit right here maybe. And take another Coby, have the atlas and
other copyright here. And top handless,
select those here, G and move those like
that. Oh, that's cool. And let's make the ground
a little bit bigger. Club that vertex and
this vertex and hit G and move those bag like that. Alright, so let's
we can do here. We can maybe select
this and hit Shift D, and they are copyright here. Endless movies. Here may be in touch. It is more to grab this face and he'd kitten move
his right here. I just need to block this area. Alright, that's cool. What else? Maybe add an
H right here and snap it with this one and select
this face and extrude it, maybe it E, because I need to add the light
source right here. Okay, Now let's, let's put
the 3D cursor right here, Shift a and less other light. And let's see what
light we can add here. Alright, light. And maybe we can use sun light. Actually, what we need to
cover this, We didn't. We need to add the roof here to block the sunlight
to come from above, because we just need
a light goes through these, this area here. And that's very symbol
actually less tab. And maybe we can select
this face and this face. Hit Shift D take a Coby
and MPS are separated. Gravity tab club, its vertices, hit key and those
other cup like that. And if you'd like to extrude, it gets a little
bit. That's okay. That's great. Now let's add the sunlight and
we that we add right here, listed here, sorry, let's select the sunlight and he
can't, and let's move it. And Liz pointed like this. And here I will go
to render because I just need to see the
results with regard so far, which would have
some lighting here. And for the ground,
we need to delete the shadow catcher from it. We need to give them a material. Let's say credit. This other symbol material. The syllabus to two. And let's go to the
header editor here. And Let's go to the object
hitting new material. Let's make a dark material
with a little bit of flexion. And let's apply the
material for the rest. For now, select
all the geometry. Hold here, take off
the ground control L, link there material,
something like this. Whereas the sun, we
didn't see anything. Alright, we rotated the center
of the wrong direction, are too busy and
rotate it like this. That's cool. And let's rotate
it down like this as well. Let's go to the environments. By the way, we still, we still use the HDRI image. Listen, increase the
power of the sun. Let's go here and
let's add maybe 50. Alright, now we have
some lighting here. From here we can
change the light or something just bluish, maybe just a little
bit, not too much. And we can here, we hit, here, we have here we can
control the strength and we can control the angle
as well if we like. Now we got nice result
here. Actually. Let's change this. Let's add this number. By the way, when you, when you cheat the
number right here, you will affect the
hardness of the light. For example, let's add
number three here. Now the light become more soft. And maybe the direction
as well we can control it, are too dizzy. Get something like this maybe. And let's add another
light source here, emitting lights down like this. Let's put the 3D
cursor right here, Shift a and maybe we
can add the spotlight. He heated this year and less. Take this up here. Somebody like this. And let's
make the corn big con size. We can control its from here. Let's change the
bar to maybe 1,000. Or that's not make sense for smoothness. Maybe right here. Let's add 5,000,
eliciting the color, the color to something bluish. And for the sunlight, maybe we can reduce the
strength to maybe 30. And let's make it just
a little bit blue. That's great. Now he got
very beautiful result here. How about the Qur'an? Maybe we can work with the
crown just a little bit. Let's duplicate this material and let's call this the ground. And what we need
to do is let's go to material preview for now. Alright, and let's
add some note here. Okay, Let's masquerade texture. It can throw skeptic list so
we can see the result here. Alright, now we have
something I can't molecule. I can isolate this and go to
material preview from here. I think that's will be
better and hit Control T to add my being
anti-Castro coordinate. And maybe we can use
objects coordinates. Thus maybe better. And we can add
some details here. Alright, add some
details and dimension. Maybe we can change this, but just total width
to add more stuff here. Alright,
something like this. Maybe we can. Alright, let's see what we can come up with
this option here. More details we can add to
get our result like this. And after that, I will
control the final result with the care of cubic curve. And let's take
this down and this up to get that as of this and we can plug it
to the roughness if we like. And let's see that result when we plug the principal PACF, as you can see now we have something are here
for the color. We can, we can change
the color as well. Alright. Something more dark. And we can use the same node
to the normal by using bump Like this right here. And we can apply this to the heights. Now we should see something
in the, that's right. Now we have something here,
but that's too strong. What we will do is
we will add point to maybe still too much. I think. That's cool. This other
value right here, CH4 value. And let's put this value
and this killed if we need to control the scale. For example, maybe we
can add here three. Alright, I just made the texture smaller by adding the value
here and cannulas kill. Maybe 0.05. Yes, subtle effect. We don't need that much effect. Alright, that's cool.
And maybe we can manipulate that even more
by adding another curve. Right here. Maybe we can take the
white value down. And maybe this one up. Let's see what we will get. Artist, I think we made the
scale very, very small. I think this case, let's take this to
maybe one there, make it a little bit big. Now, it's makes sense. I think we can use it. Let's go back to solid. It's like to excite. Or that's very cool. Actually, we can use the same material for the rest of food. Like let's select all of these. Hold Shift, grab the
Ground Control L and link them material. That's very cool. Now let's go to the render and
let's see the result. The only thing that
we need now we just need to position the
camera better, I think. And then make the render. I think the camera,
which is very nice, we just need to make render
and see the results. Alright? Alright, that's cool.
For the setting. I will note, I'm not going
to change anything here. I will accept all what I
did here and I just going to hit render and
see the final image, okay, go to render and
then hit Render Image. Alright, here we got another Render Result and
straight, nice and beautiful. I think. A very cool lighting and soft and cool, beautiful. Alright, I will end this
video and see you next.
76. 076 Rendering section Creating new scene to render the truck: Hello again and we'll
come back here. Let's try to create
another scene. I will select all the object I created and I will put them
inside a new collection. Hit M and let's call
this may be scene one, maybe hit Enter twice
and you can hide it and turn off
this camera icon. Because if you don't, when you make render, all of these objects will
be visible in the render. And notice tried to
create something else. And maybe we can bows the
truck and do something. Select the bone and hit
tab and go to Boss Mode. And the less, maybe we can move the thrifts just
a little bit and maybe, I don't know, BYUI can rotate the wheel,
something like this. Alright, maybe we can move this one just a
little bit like this. Alright, let's see
what we can do. Okay. Fair thing that's changed
the position of the camera. Select the camera and his zero
and less hit Shift Tilda. And let's put the camera That's tried to
pick another view. Maybe something like this. All right, something like
this thing will be nice. Alright, let's go. And let's see, create
the boxes here. Hit Shift and this
creates a cube. And whereas the cube
is right there, okay, let's make the
cube small and less. I think we need to turn
off this cavity to make the performance a little
bit better and faster. Tab and go to vertices, these vertices Hickey and take
this down, make this tall. Somebody like this,
maybe even more, just a little bit, not too much. And hit G and move this
from the top. Maybe. Let's put this
underneath the tire. And from the front or any of you had key and let's put
this maybe right here. Something like this. And let's give this a bevel
can throw light, apply the skill first in case we have
problem and let's add the modifier and let's add maybe five centimeter
or less too much. Alright, maybe we
can add the three. Something like that. What else? Maybe we can duplicate the, the bevel modifier
and maybe we can Vivaldi's as well, add 0.5. So we get a result like this, or maybe point to enlist a
two segments here right here, and activate higher
than normal and activate auto smooth
to get better result. Okay, something like
this is very cool. Let's hit Shift D to
take another Coby. And maybe we can with this one and don't need this tire here. And from the top hit Shift
D to take another Coby. And this was the smart here. Have the to add
one here as well. Alright, something like this. And now let's keep taking
copies and change the length. For example, I can drop
those and take this up like this and make
it a little bit wider. And maybe we can
select those here. The CEO many bevel we
add is for each one, I think one will be okay
because that's too much. Or at least select this one. Hit Shift D to take
COPD maybe right here. And let's move this
down due to the Z. And we just need to
create a variation here, crop the key to the Z, move this up,
something like this. Maybe we can hit Shift D to take another Coby may be
right here and Hikida fuzzy. Alright, something like this. Have the Shift Z to move this
to the X and Y. Alright, another Coby keep duplicating this object to create
something interesting. As you can see. Now we
got something nice here. And we can cope with this
one here if D and make a tall these vertices
and move this up and hits here the to the CN, take this down and
maybe we came up with just a little
bit, maybe right here. The Z, maybe we can move
it here and take it back. Alright, that's cool. One
called may be right here. And maybe we can make it a
little bit wider when, when, when you complete scaling
control ALS kill. To get better results. I mean to get, to
make the bevel work correctly. Alright, What else? Maybe we can take this
just a little bit. All right, That's
cool. Let's take another kobe right here. Scale it just a little bit more. And hit Q to the Z, move it up. I can throw light
up like the scale And maybe we can hit Shift D to take
over from this hip Z. Let's move this right here. And Hikida the Z
to take this down. And maybe we can hit Shift D HEVC to put this maybe right here
and take this up. And maybe you can
duplicate it even more. And shipped out to to
duplicate it again. Writes What else Maybe we can take Colby from this
have D and they hit Z. Let's move this kobe right
here, Keith to the Z. Let's pull this
up. Not too much. And maybe take another
kobe right here. Alright, so we just covered we fill the
area, the camera frame. And that's what we want. Maybe we can I don't know. Maybe we can duplicate those. Forward. Shift our cable time. And maybe I don't know, Let's
see what else we can do. Maybe we can duplicate this
that are a couple time, alright, and make
some variation. Key to this ENT, this town. Take this down
just a little bit. Just make it some
variation there. Are that's not going to walk. Let's take this down.
Yeah, something like this. Alright, that's cool. Now let's hit Shift a
and let's add a lights. Alright, let's see what
I will add sunlight. Okay, and let's go to the front. I need to rotate
the Sun like this. Hit key and let's
move this right here. Maybe rotate it just a
little bit more like that. And let's see the result here. I think I will, I don't know. I think I can turn
off the environment, but let's see, Before we do
that, Let's see the result. There's got to the render
and see what we got so far. Alright, what would
the sun selected? Let's go to the sun and hit. Maybe we can add 100 as a power and change the
color to something blue. And for this stuff, objects, we can give
them a material. Alright, let's see what
material we can pick. I will choose the
ground material. Search for foreground,
whereas it, yeah, this one right
here, just light for one. And then let's select
the other boxes here. Actually, let's select them all. Maybe we can put them
inside your collection. All right, let's hit M and New, and let's call this scene
to hit Enter twice. And as it is called
a glove, this one, or sorry, make this
one that active, select all the boxes and
make it this one the active. Just hold Shift and click
on it and click again, Control L and link material. And they'll all the materials
now have the ground. Alright, I just going
to select one and I just need to see the results. I have some blockchain is, as you can see here, I think I need to reduce that
effect just a little bit. The see the curve Control
Shift click and the cell. Can we do that? I will delete this one gets
selected and hit Delete. Let's take this up. Or the dark spots. Yeah, something like
this. That's cool. Let's try this. I
think that's better. We can make it more often. We like. Alright, cool. What about the, the bomb? Maybe we can add 0.0 to
make it very, very subtle. And I don't know, maybe
we can I don't know, maybe we can change
or duplicate these for the bump hefty and let's
copy those sorted lists. Coby The, alright, let's copy
all of these knots here, hefty and their copyright here, and plug those directly to
the bumper, to the height. And let's see the
results. And from here we can control it
better. Let's add 0.5. All right, let's hit Control
Shift right-click so we can see the result. Alright? That's cool. Let's go to solid and let's
check the render here. Let's see what we got so far. Here's the and go to
render this cool, but we need to can throw the
sun even more this Zeit. And let's select
the sunlight and maybe we need to rotate
it just a little bit. The see the result of we
do that. What can happen? And let's make the,
the light smooth. Let's add maybe one here. I don't need the
light to be carp. We can duplicate
the sun hit hip, the intake, another
kobe right here, and hit R and rotate like that to get lighting
from another angle. And for this and the for
this son that you want, let's change the color to
something grade maybe. And let's reduce the
effect to maybe five. Let's see the result. I need to be subtle,
not too much. Maybe ten. Alright, cool. Hey, maybe we can take
another Coby. Have the end. Let's take a copyright here
and let's rotate it towards the truck like this. Maybe we can width right here
and rotate it like this. And maybe we can reduce the
strength to maybe five. We need the effect to be subtle. I don't like the chador
on the wheel right here, so I'm going to rotates the sun. Don't worry about the, about the position even if you
put this right here, That's full rock and it will
give you the same result. Alright, let's change the
direction of this sun just a little bit less, waits to see the results. Alright, so now we've got nice
lighting, almost. Always. One more thing here we
can add, if we like, we can area lights. Let's add the error
lights. And the CR is it's right here and let's kill it and get
to be long like this. Or that's too much. And let's rotate this
to the RX 90 degree. And let's put this life between
these boxes from the top. I think that's
better. For example, let's take this one right here, and let's put this here maybe. And let's move this
down key to the Z. Make sure there is no Pam
penetration or overlapping. Let's put this rear maybe. All right. And let's increase
the power to maybe 1,000. Key to the Z. Let's
take this up. I just need to see the effects. And let's change the
color to something blue like this. And
the front of the tub. We need to duplicate this and
put it in different places. For example, hit Shift D and
let's take a curve right here. And let's rotate it. And make sure that this slide should not be
visible to the camera. The camera, whereas
I kind of this right here should not see this light. And let's take another Coby
maybe we can put right here. And it can throw em to flip it, store this data can. And maybe we can hit
Shift D, take a cobra, maybe we can put right here and throw it at
90 degree like that. And hit Shift D, take another kobe right here. And we can kink the color
to something maybe, alright, if we like. All right, let's take this
down just a little bit. And let's go to the top Shift D. Let's take a copyright
here and rotate this. Something like this. Maybe we can take this up so we
can see some lighting. And what else? Maybe
we can hit Shift D, take another Coby
here and take it out. Hand can throw em and choose the axis to the why to flip it. And now we have some lighting
here and we can do make, make, make that even better. Let's go to the top. Sorry, no, it's from here. Let's
put the top here. And let's take another Coby. Maybe we can put this
right here and rotate it All right, somebody like this. Alright, let's pick a blue, one, blue light and hit Shift D. And let's put this
one right here. I need to see some light right here in the front of this box. And I will use this
one to do that. So let's move this right here. And maybe we can take this
up just a little bit Q to the Z until we see
some lighting there. Alright, and I think I should put it right
here in this area. All right. Let you
go to the top again and we can take another copy. By the way, you can use
Alt D to duplicate. If you hit Aldi, all the duplicates will
be controlled together. For example, if you
change the strength, all of these, all
the other duplicates will have the same change. So I will use Aldi and less. So add one here.
Oh, that's cool. Now, for this far area, the see what we can do there. Maybe we can duplicate this one. Did we added we add the
lights right there, but tweeted then move this up. So let's move this up
key to the Z. All right? Maybe we can duplicate and
add another more right here and move it like this. S to scale it just a little
bit more of this right here. All right, that's
too much actually. Alright, now we can make render. And let's see the final
results for you. Do that. Let's check the camera. All right, everything is cool. Alright, cool. I think we can reduce the power
of the sun here to maybe therapy because that's
too much, is very strong. And maybe we can kink the angle
to make the light softer. We can clean this
to five and make it very soft and for
the sun as well. Yeah, ten is okay. Maybe we can make
this smooth five. What about this one right here? Let's change this to
maybe five as well. To make the lights software. Alright, now let's make render
and let's see the results. I will go to Solid
mode and then go to render, the view render. And let's change the
slow to me before. Let's making you wonder here, excites and go to render
and Render Image. And by the way, just in any
to mention something here, if you need, you can change
the resolution from here. Alright? Okay, Let's go
to render and Render Image. Render is done. And I got very beautiful image
right here is very nice. The effect of that
blue light and the red make the image more beautiful and give us nice
feeling is very smooth. Especially in this area here. And here. It's very nice. I like this, this tile. Alright, so that's
it for the course. It's very easy to create
the scenes like these. And just by distributing some
boxes and add some light, you can get very
beautiful result here. Alright, I will
end this video and thus it's see you in
the future or courses. Goodbye
77. 077 Render the scene with Eevee: Hello everyone. I will come back here. Let's see how can
we are under the, the try cool with, with Eevee. Okay, in cycle
everything is nice, everything is good and okay. But what about Eevee? Let's go to that under
setting here and let's change Rendering getting
from cycle to Eevee. And let's see what's
will happen. Okay? We still have the
environments, length, the HDRI image,
everything is ready. Okay? His you and go to render. And this is the result. As you can see with Eevee, we need to make some tweaking. So we make so we can make this Friday ferrous for
the glass weekends, Heathrow, that's been
we need to tweak it and all the lights are on, but we can't see them. The front side and the
rear side as well. Okay, let's see how
can we do all of that? Is firstly, start
with the windshield. Okay, if we want to make
the glass transparent, Let's go to the object
material for the windshield we created to kind of glass the
dark one and the white last. Let's start with
the white glass. Let's see how can we
make it transparent. Here we have the
alpha, alpha amine. Alpha helps to make the objects transparent or not transparent, less create for example, a cube here. Just
for demonstration. Maybe we can make it a
little bit thick like this. And let's give this
some material. Now we have a material
to this cube here. Alright? What lists you
with? We can list, take that off from this to zero, and let's take this
just a little bit back. And let's give a
transmission to one. As you can see, there's nothing. I can see. I think it's a mirror or buts is a glass, but I can't see it. Throw it. If I want to see throw it, I need to manipulate that Alpha. And if I take the
alpha like that, I should have an effect, but I need to make a tweaking and the setting
of the principal, the SDF. Would this node selected
the principal bit SDF? If you go to the
Materials section here, I will find the setting
for the material itself. Here inside the
settings section, I have the blend mode and
shadow mode for the alpha here, or let's say for them, for the node itself
prints so PACF. Alright, if I change those here, we have multiple option here. A blend mode means that alpha
will control the Alpha. Okay? As you can see, if I take this, nothing King, I can't
see through it. But if I change the blend
mode of the alpha to alpha, a blend for example, let's
choose this option right here. Alright, after that, less money believed that
Alpha and take this bag, as you can see now, we made
this object transparent. Here we have alpha and alpha heisst and Alpha
blend alpha at lib. It's like on or off. Either the objects
become a full, full opaque or full transparent. Alright, it's on or off. But here we have
these options here. Alpha is more accurate
than Alpha blend. If you want to use alpha
hatch, That's okay. It will give you more accurate and the reason a
reasonable result. Let's scrub this.
As you can see. We have shadow and we have noise and
sampling happen here. And Alpha height works more accurately as
compared with alpha blend. That's about transparency. Here we have this
much for the shadow, how the light will react. When go through this
piece of glass. If I hit Shift a
to add the Enlist, for example, plane here,
the scale at the end. Let's hit Shift M. Maybe we can add the
spotlight right here. Hit G, and let's move of the sporophyte light
here and maybe we can, let's move the spleen
gets a little bit. And let's give it a dark
material, maybe the spleen. And Let's increase
the roughness. Or at least increase the strength of the
light to maybe 200. Alright, let's make
this pointed like that. And maybe we can add 1,000. I should see something now. Alright, as you can see,
this is the result. Now we have a shadow here. I can control this shadow
by change this syllabus. The glass here I can change the shadow
mode from opaque, opaque. That means there's no light
going through this class. But if I change this
to Alpha heisst, I can see something in now. Now the light will go
through the window. So it's very important to
change the both of them. The syllabus, sorry, yeah, the Alpha blend, the blend mode and the
shadow mode as well. We need to do the
same scenario for the windshield and
other glass material. Okay, let's delete this one
and delete this and less. Maybe we can put this right
here or delete later. Alright, let's talk
with the windshield selected and let's
go to the white with class material and
less timber or less. Take the number to maybe 0.6. And let's go to the setting
here for this node. Whereas the setting here, yeah, for the blend mode, I will use alpha hash because
it's more accurate. And four, for the header to
help the light to go through, I will use alpha
highest as well. If you want to make
the process more fast, you can use alpha Blender. If you'd like to make it faster. As you can see now that I have the ability to see
through that window, if I want to make it more
or less transparent, I can push the alpha
value forward. As you can see, I have
a difference here. Alright? You can control
this value here. While it's wet about the glass, the black, I will
leave it that black. The black dotted class. I will leave it like this. Or what about this
side right here? I can select the nodes and go to the setting here and
change the blend, the blend mode to alpha plane and the shadow to Alpha hash. And then add here 0.6, maybe the same scenario. And we have a transparent glass. Alright, what about the front HeadLight, the same scenario. Select the material,
go to the setting, change this to Alpha
blend for heist, and then add maybe 0.7 or
maybe buoyant six if you like. Now we can see the front light. The same scenario for
this piece right here. Just going to show in a minute. This one. We can select it and we can
target the glass material. I think it is right here. And let's add points six alpha. And then let's go to the
setting for this alpha blend. Shadow, Alpha heisst. That we should see something. I'm alright. Alright, I think here
we have to kind of, yeah, that's, that's right. Let's push this to one because
I need to change this one. The front is material. Alright, let's go here, showing this to Alpha blend, as you can see, alpha hashed. And here you can add the number for the white
glass, this type 0.6. That's great. What else? The same thing
happened right here. This kick, and let's see how many material we have,
just one material. Alright, let's change the
blend to Alpha blend. Alpha heisst, and
let's add here 0.6. Cool, Very cool. Now we've fixed lighting. I think this is the dark. I think we changed
the dark material because we added
the dark material for the lights for
the half here. And because of that is affected. I can do locators if I like, and make it unique and
bring it and make it dark. Or maybe we can
change this to 0.7, make it a little bit darker. But that's what it figured the lighting here
because they're sharing the same material. All right, anyway,
now we finished with the glass and now we can see the light and
everything is cool. The next step will
ask we need to make, we need to go to settings and activate ambient inclusion and exclusion will give us dark
shadow inside the cavity. Check the result
before and after this, after I had this before, It's very important to
keep this activated and maybe push the distance
just a little bit more. And the grow the
empty collusion. But not too much because if you added a big number right here we will gets unrealistic result. As you can see, this is the
result for the HDRI image. We can delete the HDRI image
and we can use lighting I will oblige the environment directly to the
output like this. And maybe make this a
little bit gray like that. And I will use the normal
light lighting system. Hit Shift a and less, add the spotlight you to the Z. And let's take this up. The CEO or should we put
this maybe right here. And maybe we can make
this a little bit soft the lights by
manipulating the blend here. And let's increase
the number two, maybe 500, or that's
less, maybe 2000. Sorry. All, now we can
see some light here. Let's move the light source. Maybe we can put this
right here and pointed, use this yellow dots and
pointed to that car. And I will hit Alt D to
duplicate an instance. And let's put this
right here and maybe take another Coby Alt D. And let's put this
right here and pointed towards the
truck like that. And maybe one more here, Aldi. And pointed toward
the truck like this. And now when you
increase the light, you will increase the
lights for all of them. Let's add maybe 4,000. And now we have
more lighting here. I can't and I can
scale this just a little bit so I can
see what I did so far. Okay. That's too much I think
because something like that. And make the spleen selectable. And selectable. I mean, that's cool. And one of the, one of the important
thing that we need to do when we use the lighting inside
Blender or using Eevee. We have an option is
called contact shadow. Here. We need to activate
it to get better results. Let's activate this
option right here. And yeah, that's cool. Alright. If we like, we can add, we can add in the
environment fog. That's will make the
result more interesting. If I hit Shift and
go to the shader, I can use principled volume. The volume to the volume right here and the world material. And after that, we can change the color maybe to
something bluish like this. Alright, something
like that maybe. And then came the density
to maybe point to 0.1. Suddenly like that. I think that's still too much. Maybe 0.0 to somebody like this. It's nice. And I can add more lighting
to get better results. Alright, let's hit Shift eight. Maybe we can add error
lights if we need, or maybe you cannot
sunlight for like as well. He and move the sun, change the direction.
Like that maybe. And maybe we can increase
the strength to five. But the sunlight will
illuminate the whole scene. If you like it, you
can use it like this. Or if you don't, you can use the regular light
system that we have, a wave from the sun. So let's choose, for example, point light is working as well. Let's hit G and let's
put this right here. It has changed up our
two, maybe 5,000 h. I think that's too much. Maybe we can add 1,000. And let's change the position. Maybe right here. And kinda character
something bluish as well. I like the scalar. Alright, maybe we can take
this up. Yes, a little bit. After that, we need
to add a camera here. Alright, hit Shift a
and less other chimera. Alright, so now we got the
camera underneath the truck. Hi there. I will hit, I will choose the
suitable angle. Something like this maybe
and hit Control Alt zero to frame the camera to the, the screen like this. And maybe we can go back, gets a little bits using WASD, like your eye blink
again and pick. Let's frame it like this maybe. And maybe I can
change the length to maybe 120 millimeter. And maybe for me they can All right, something like that. It will be nice. And now let's see what I will get
if I make her render. Alright. And the
setting here we have the sampling for the render
and for the few boards. And increasing the number. The number here will give
you a better result, but not that much difference. A few, for example,
add one or two, or 264 is okay if you want, even if you add 20 is okay. What about the
details right here? Secreting the space for flexion
is important to activate. Alright, will help
to flex the objects. For example, in the ground. I give this a material. For example, if I other
material for this, let's go to the object and let's make this a
little bit reflective. Alright, this width
screen space, reflections on and off. You can tell the difference now. And for the shadow, you can choose a different number here. For example, what
thousand 12 give you more accurate results? All right, and you don't need
to change anything here. Actually. Keep bloom on. To get blown. Speculate if
you increase the the lights, just need to pick
this front light. Alright, and I got it. If I increase the emission right here to, for example, 100. As you can see now it's
become more upright. Or let's say, if I
asked, for example, 200, alright, become even
brighter, That's cool. Without bloom, I will lose
this, the glare effect. So keep this on. It's very nice. And for the ground, maybe we can change the base color
to something darker. Maybe. Let's give it a little
bit of roughness. Or maybe we can add
some noise to get sure. Hit Shift a and
less hateful noise. No signature and less like the noise texture
to the roughness. Hit Control Shift T so we can see the effect of
the noise here. Alright, I will hit Control T to add my pink and tickets truck coordinate and maybe change the scale to maybe I
don't know, maybe 15. Now we have something
that I hear. We have some variation. We can kink the details. Let's change the details
to three to make to add more details and
the roughness to maybe 0.6 at the center. And I will use this
as roughness here. So let's like this. Now we should see
some variation here. We give this just a
little bit of time. And maybe we can control
this even more by adding care of QP, less unblock this right here. Alright? And let's take a
wide value down. Just a little bit. And the dark value up. Maybe we can take the
handle even more down. Alright, to make
this a little bit glossy, something like this. Course. Now let's go
to the camera is zero. And now we can make a quick
render to see the result. Just go through that under
and then render image. And let's see what we will get. The render with Eevee is
done and we got this result. Actually, it's very
nice. I like it. It's very beautiful,
especially when we added the, the fog effect. Alright, become very nice. Okay, we can take
this farther off. We need to tweak it inside Blender or
less exact from here. And let's change this editor to maybe image editor,
not YUV image. And let's go to this arrow enlist find that render results. This is done under result. And let's rig this window to maybe the compositor and use notes so we can see
the node right here. Whatever change we
will make right here, we will see that
result here. Okay? Let's have some space here between this node undistorted because we need to
add nodes here. And maybe we can start with the glare effects
if we like it, go to search, answer
it for glare. You can add the glare effects here and let's wait
for the result. If you want to effect like this, you can change iteration, change the color
or king the fade. A lot of stuff. In here
we have multiple option. We have the fog, fog glow, feel like to add for glow
this before and after. If I hit M to mute it, the before and
after, before, after Alright, so we have
nice effect here. I think that affected
Citroen a little bit. We can reduce it. If I reduce, for example,
this number right here, I will get very, I will make the
glare very strong. If I add 0.1, for example,
it will become strong. But if I take this number four, for example, 14, I will
make it the glomerulus. If you want to control the
glare node just like layer, we can add more notes here. We have multiple nodes here,
especially in the killer. We have pride in contrast, if we like to use color
balance is very nice. Note here, if I want to
correct the shadow color, for example, if I want to
make the shadow darker, can take this down
just a little bit. As you can see now
it's become darker. If I want to reset it
just hover over the place that you change and just
hit backspace to reset it. Maybe I need to hit hold shift and take
this just a little bit. Download too much. Alright? And from here, I can kink the header itself to
whatever color I like. The second color palette here is for the mid tone
if you want to control it. And this one is for
the highlights. For example, if I want to make the highlights looks green, I can take this to green and any highlights
will be green. Let's hover over here and
hit backspace to reset this. And let's go back to the shadow. Maybe we can take this
just a little bit more down like this and
make it darker. Now it's become even beautiful. Alright, less, have
more space here and maybe we can add another
node if we like, or if we need a lot
of what we have here, we have fright and contrast for we want to make
some pride and contrast. Hold, shift and move this and check if this
subtable for you or not. Alright? Alright, let's take this two or three maybe in the see
the effects become, the contrast becomes strong. Maybe 1.2. We can add, let's see, before and after hit
M muted, unmuted. Yeah, somebody like
this, slopes nice. Let's move this nodes
just a little bit here. I need more space. And maybe we can add
an ellipse around the image and make
the corner dark. The CEO, can we do this? Listen, add a new node here. Let's search for ellipse mask, and let's add this right here. And if I plug this to the
image, this is the result. I need to make this bigger by
using the width and height. Let's take this
just a little bit. Maybe right here. The width and the
height as well. Okay? Something like this,
0.9, 0.5 and less, add another node right here
because any two bluer, this mask Shift a
and let's search for bluer, be ALU, are. And let's plug this right here. Okay, that's cool. For the size less ten. And we can't see any difference here because the X
and Y value here. When you change the size. Now what we can control
it by using the X and Y, for example, is at five here. Now we have something here. Let's add, for example, tin. Now it's become bigger. If you want to control
the size even more, you can go to the size
and for example, type 25. And that will
become more smooth. All right, that's, that's cool. Maybe 30, I don't know. Cool. I've told that we need to mix those with this node right here. Hold Control, Shift,
right-click and move the mouse from this
node to this node. And now we have mics, RGB color. Move the factor 21, and then let's multiply the result and let's see
what we will get here. Okay, Now we got this. If we need to control it, we can control it from here
and from here as well. Let's add, for
example, a 20 here. And let's see the difference. Alright, now the effects more
reasonable and beautiful. Let's maximize this. Hit them, Marwan, to zoom through
the full resolution. And it's very, very nice. It's almost similar to
cycle render results. I like it too much
and very beautiful. I saw this, how to use Eevee
to render the Cybertruck. I've tried that you can go to image and save
image and save it. Okay, So that's it for this
video and see you next.